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Sun Shield? More like Sun Burn.

Theist_VII
Theist_VII
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As the title suggests, the week one patch notes for Update 44 are nothing short of an insult to all of the pages of feedback provided about how Sun Shield excels at nothing.

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What is Minor Maim, one might ask?…

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-5% Damage Done? What?

This is what we’ve been waiting for? Our pass at Sun Shield finally after it’s been sitting near the bottom of the pile of unused skills in this game for years?

There are currently 16 other sources of that debuff in the game according to ESO Hub, excluding Scribing where you can build your own BETTER ward and skill with Minor Maim than Sun Shield, or better yet, a different more meaningful buff, like Minor Courage.

Meanwhile, in Blazing Shield land, we’re looking scorched. Instead of making the skill into an offensive morph worthy of a skill slot, it remains completely useless. If people weren’t slotting the skill prior, in either morph, these changes are not enough, or even in the right direction to fix it.
Edited by Theist_VII on September 16, 2024 9:52PM
  • Theist_VII
    Theist_VII
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    No idea why I’m even posting, two new MMOs are coming to console in October, and at this rate I won’t waste my time logging in for the daily rewards.
    Edited by Theist_VII on September 16, 2024 10:15PM
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Theist_VII wrote: »
    So we’re just gonna bury all specific player feedback with the “official channels?”

    Great on you, @ZOS_Kevin

    It's not to bury feedback. We literally do this every PTS cycle to make sure the team has channels they can refer to for feedback. While they read as much as they can, having an official thread is helpful for going through information for the team. If you want, linking this thread to the official channel to make sure it isn't potentially missed.
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • Theist_VII
    Theist_VII
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    ZOS_Kevin wrote: »
    Theist_VII wrote: »
    So we’re just gonna bury all specific player feedback with the “official channels?”

    Great on you, @ZOS_Kevin

    It's not to bury feedback. We literally do this every PTS cycle to make sure the team has channels they can refer to for feedback. While they read as much as they can, having an official thread is helpful for going through information for the team. If you want, linking this thread to the official channel to make sure it isn't potentially missed.

    You’re fine, I’m just mad about Sun Shield, sorry.

    With so many new games coming out around the corner, I was hoping some of the major pain points that players have had would finally get some meaningful attention, but the combat lead refuses to do anything of late.
    Edited by Theist_VII on September 16, 2024 10:31PM
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    No worries. Just make sure to continue sharing feedback. The team is looking at what everyone is saying and trying to find a good balance. We'll make sure to bump the concern around Sun Shield on our end too.
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • Theist_VII
    Theist_VII
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    Here’s the problem, so much feedback has been provided over the years about the skill and nothing is coming of it.

    Sun Shield is a skill that nobody has seen in years for PvP, and very VERY rarely will you see a unicorn of a Templar tank and even then, they are opting to Scribing skills over Radiant Ward these days.

    Minor Maim is not going to solve that, and increasing the cost of the already too expensive skill for what it provides, is making the problem even worse.
    Edited by Theist_VII on September 16, 2024 11:06PM
  • UNSeki
    UNSeki
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    Theist_VII wrote: »
    -5% Damage Done? What?

    -5% to all damage sources is pretty good. Not a game changer, but combined with Minor Protection (from the Spear Wall passive), a shield bubble, and all of the healing and regen that Templar can get, it's not insignificant (specially with it being a spammable area effect). The ability also deals damage, which can trigger some set effects to synergize with it.

    Edit: I say "spammable" because it's possible to continually reapply the effect, but I admit the cost is too high for this to be viable.

    There are currently 16 other sources of that debuff in the game according to ESO Hub, excluding Scribing where you can build your own BETTER ward and skill with Minor Maim than Sun Shield, or better yet, a different more meaningful buff, like Minor Courage.

    The real reason I replied is because I want to nitpick on this. I don't know about Scribing, but those others sources are not really comparable of even applicable. For one, they're actually 15. Out of those 15, only 5 are accessible to Templar (the rest are class skills, and it doesn't seem like you counted gear sets either), 1 of which is only accessible while in werewolf form, so it doesn't matter. There's a reason why, traditionally, only Heroic Slash is used by tanks.

    It's a core debuff in most PvE tank builds and not bad for PvP either, on top of coming from a defensive magicka skill in this new source from update 44.

    Meanwhile, in Blazing Shield land, we’re looking scorched. Instead of making the skill into an offensive morph worthy of a skill slot, it remains completely useless.

    I concur.
    Edited by UNSeki on September 16, 2024 11:52PM
  • ArctosCethlenn
    ArctosCethlenn
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    Not sure an extra debuff on radiant ward matters when it's still only a five meter radius. Particularly not when it's such a common, easily sourced debuff (including from status effects).
  • StarOfElyon
    StarOfElyon
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    ...
    SUN SHIELD: Surround yourself with solar rays, granting a damage shield that absorbs up to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 1742 Magic Damage when the shield is activated, and each enemy hit increases the shield's strength by 4%. Reduces damage taken by 5% for 6 seconds.
    To make the Templar shield stand out more, I propose a unique 5% damage reduction be added that will stack with the Spear Wall passive's minor protection. That will equal Major Protection in power and make the shield worth using.
    - BLAZING SHIELD: Grants a damage shield that absorbs 7200 damage for 6 seconds, scaling with your max health. No longer deals damage to enemies on activation, instead deals damage when shield expires based on the amount it absorbed, and increases the radius.
    ...

    So in this spoiler was an idea I had. I wanted a unique 5% damage reduction. The problem with applying minor maim is that it does nothing against ranged opponents.
  • Theist_VII
    Theist_VII
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    Minor Maim is not enough when we can source AoE Major Maim through Scribing.

    ab8cazjb40za.jpeg
    That being said, while changing Minor Maim to Major Maim might be an answer to Radiant Ward, it is nowhere near the direction we should be going with Blazing Shield.

    This is the patch to make a Paladin playable, because if it’s not figured out this PTS cycle, there are a lot of people that will be finding a new home.
    Edited by Theist_VII on September 17, 2024 1:33AM
  • Theist_VII
    Theist_VII
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    Here are three better options than the new iteration of Sun Shield through Scribing.

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    exs855hdb3hy.jpeg
    si3tkukl6k96.jpeg
  • MincMincMinc
    MincMincMinc
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    Not sure why Zos is complicating every skill. Not everything needs to be a paragraph long explanation with 5 different effects. Its ok to have a plain damage skill, or a plain shield skill.

    Players do not need abilities to SEEM interesting, they need combat to BE interesting.
    Easy example of this in the past is dizzy swing.

    Before it was a simple cast damage skill that did a knockup. The counterplay was clear and telegraphed for both sides.

    Now it has a near invisible debuff that might allow you to stun if something else doesnt trigger it, or the enemy might have an unknown invisible cooldown that you cant know about. Then sometimes it may snare the enemy for some reason. Also there may be a damage boost, but who knows since offbalance was changed like 9 times. More effects does not equal better
  • Theist_VII
    Theist_VII
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    Not sure why Zos is complicating every skill. Not everything needs to be a paragraph long explanation with 5 different effects. Its ok to have a plain damage skill, or a plain shield skill.

    Players do not need abilities to SEEM interesting, they need combat to BE interesting.
    Easy example of this in the past is dizzy swing.

    Before it was a simple cast damage skill that did a knockup. The counterplay was clear and telegraphed for both sides.

    Now it has a near invisible debuff that might allow you to stun if something else doesnt trigger it, or the enemy might have an unknown invisible cooldown that you cant know about. Then sometimes it may snare the enemy for some reason. Also there may be a damage boost, but who knows since offbalance was changed like 9 times. More effects does not equal better

    Here’s the thing, more effects does not equal better, but if the effects are meaningful, it is 100% better.

    Like Molten Whip and Seething Fury stacks, when those were added to the skill, it became objectively better while adding a new gameplay loop to Dragonknight. There’s no reason to why Sun Shield couldn’t lose it’s per-nearby-enemy scaling and have a stack build-up on blocked damage, or have Blazing Shield do something fun with additional flame damage to bash, or an increase to your overall damage with Sword & Shield equipped, or have the skill apply Burning in an AoE around you on activation, I mean seriously, it has Blazing and Shield in it’s name. Let’s get creative here.

    There are so many unique ways they could tackle the problem, that would make the skill desirable while encouraging new playstyles, but instead we got Minor Maim.

    I really hope that later this cycle there is another pass at Sun Shield because this just isn’t it.
    Edited by Theist_VII on September 19, 2024 2:45AM
  • notyuu
    notyuu
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    What if they also added a cost discount/refund with the % of it being based on the number of targets hit, say... refunds 10% of the cost per target hit, capping out at 80%
  • boi_anachronism_
    boi_anachronism_
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    Yeah i mean heres the thing: its not bad. A couple years back it would be worth running but the fact is that the skill is totally out classed by scribing and other classes have wildly better shield options. You have to make the skill worth the slot. Plar already ends up having to slot sustain skills in many cases and with bar space being short its just not competitive.
  • Blackbird_V
    Blackbird_V
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    ZOS_Kevin wrote: »
    No worries. Just make sure to continue sharing feedback. The team is looking at what everyone is saying and trying to find a good balance. We'll make sure to bump the concern around Sun Shield on our end too.

    By any chance, can the feedback about Templar Jabs that've spanned 9 major updates be addressed please? Even a comment as to why they were so heavily nerfed. Anything. There's only so much copium I have before I run out :neutral:
    Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 25 DLCs. 41 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • Theist_VII
    Theist_VII
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    ZOS_Kevin wrote: »
    No worries. Just make sure to continue sharing feedback. The team is looking at what everyone is saying and trying to find a good balance. We'll make sure to bump the concern around Sun Shield on our end too.

    By any chance, can the feedback about Templar Jabs that've spanned 9 major updates be addressed please? Even a comment as to why they were so heavily nerfed. Anything. There's only so much copium I have before I run out :neutral:

    Jabs < Evasion.
    Sun Shield < 7k+ Damage.

    Sure, let’s focus on the skill that works most of the time over the one that has flatlined since 2017. That’s not to say that both don’t need help, but one is in much greater need.

    Our entire kit is built around building a house and holding it down, yet our skill meant to get people tf out of our house hasn’t worked in years.
  • Blackbird_V
    Blackbird_V
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    Theist_VII wrote: »
    ZOS_Kevin wrote: »
    No worries. Just make sure to continue sharing feedback. The team is looking at what everyone is saying and trying to find a good balance. We'll make sure to bump the concern around Sun Shield on our end too.

    By any chance, can the feedback about Templar Jabs that've spanned 9 major updates be addressed please? Even a comment as to why they were so heavily nerfed. Anything. There's only so much copium I have before I run out :neutral:

    Jabs < Evasion.
    Sun Shield < 7k+ Damage.

    Sure, let’s focus on the skill that works most of the time over the one that has flatlined since 2017. That’s not to say that both don’t need help, but one is in much greater need.

    Our entire kit is built around building a house and holding it down, yet our skill meant to get people tf out of our house hasn’t worked in years.

    I remember sun shield being a major issue once. Literally once. It was being spammed against ball groups back in the day when 24 people were allowed in groups, and it was just spam shield and aoe kill others. A loooooot of time has passed since then and what was put once life support has died, yes. Shield is a major issue of the class as it's just a wasted class ability at this point, since if you want defence then scribing can just do a better job (which is pretty sad). It's literally a universal Dampen Magic.

    Both morphs of the shield need some major love or even reworking. Templar tanks I never see use this, and it has no good use either in PvE especially PvP. Blazing shield is so weak that the damage it does is pitiful. 30% of the damage absorbed is just a tickle.

    Radiant Ward.. I mean cost basically increased and a 3.3% increase to shield strength is not even going to be noticeable. Sure, it shouldn't be barrier level, but it's still incredibly weak. It does nothing special at all. I had to google the skill and re-read the recent PTS patch notes to remind me what this morph even did... And I say that as a Templar main.

    Edited by Blackbird_V on September 19, 2024 11:16PM
    Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 25 DLCs. 41 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • KaironBlackbard
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    Not sure an extra debuff on radiant ward matters when it's still only a five meter radius. Particularly not when it's such a common, easily sourced debuff (including from status effects).

    It doesn't apply debuffs to or damage foes that hit you? that stinks
  • Theist_VII
    Theist_VII
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    Gonna share this video of feedback from a yet another known leaderboard PvE tank explaining their take on the new Templar changes.

    https://youtu.be/qKARdVorWsU?si=NQvjSdi4ugMmA9Do
  • KaironBlackbard
    KaironBlackbard
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    Theist_VII wrote: »
    Not sure why Zos is complicating every skill. Not everything needs to be a paragraph long explanation with 5 different effects. Its ok to have a plain damage skill, or a plain shield skill.

    Players do not need abilities to SEEM interesting, they need combat to BE interesting.
    Easy example of this in the past is dizzy swing.

    Before it was a simple cast damage skill that did a knockup. The counterplay was clear and telegraphed for both sides.

    Now it has a near invisible debuff that might allow you to stun if something else doesnt trigger it, or the enemy might have an unknown invisible cooldown that you cant know about. Then sometimes it may snare the enemy for some reason. Also there may be a damage boost, but who knows since offbalance was changed like 9 times. More effects does not equal better

    Here’s the thing, more effects does not equal better, but if the effects are meaningful, it is 100% better.

    Like Molten Whip and Seething Fury stacks, when those were added to the skill, it became objectively better while adding a new gameplay loop to Dragonknight. There’s no reason to why Sun Shield couldn’t lose it’s per-nearby-enemy scaling and have a stack build-up on blocked damage, or have Blazing Shield do something fun with additional flame damage to bash, or an increase to your overall damage with Sword & Shield equipped, or have the skill apply Burning in an AoE around you on activation, I mean seriously, it has Blazing and Shield in it’s name. Let’s get creative here.

    There are so many unique ways they could tackle the problem, that would make the skill desirable while encouraging new playstyles, but instead we got Minor Maim.

    I really hope that later this cycle there is another pass at Sun Shield because this just isn’t it.

    Hmm. Gives me a thought.

    Sun Shield: While the damage shield persists, enemies who attack you take fire damage. (They might limit it to melee attacks, but hopefully not.) When the shield is destroyed, it explodes, dealing fire damage to all nearby enemies.
    Basically minimum radius 8 meters.

    Radiant Ward: It has "Radiant" in the name, so why not allow it to apply to at least one nearby ally as well as yourself? If not all nearby allies? As well as that fire damage to attackers, minimum radius 8m. Or would y'all still prefer the increased shield strength for each enemy around? Honestly, I still think Brawler is better. (Morph of cleave.)
    I think it should be better than Ward Ally, but if it keeps the base version edits I suggested above, it should be better than Ward Ally, at self and 1 other, right? Because the damaging enemies who strike it and exploding on destruction. Note it doesn't explode on end, but on destruction. If the enemy cracks it, then it explodes, not when it times out or is recast.

    Blazing Shield: As well as the base version's effect, while the shield persists, deals flame damage around you.
    Probably similar to blood mist's area dps, but fire damage and not self healing. Or will it heal? Or more damage since no heal? Just spitballing.
    Might still upgrade the explosion to guarantee it, retaining the 30% of damage absorbed feature, assuming it gets more power than just 1440. 1440 translates to zero in pvp btw, because everyone instantly heals any damage less than 5k.
    4800 * 0.3 = 1440

    Basically, as long as the shield persists, foes should fear damaging the sun shield. Although, most players would one-tap it anyways so they don't have much to fear from it. Except the explosion they cause if it deals decent enough damage, but I doubt they'd make it that useful.

    Should it keep the damage on cast with these changes?

    Hmm, it's only 6 seconds, so it's basically designed more as a parry than a shield. With its negligible durability, the explosion on destruction might actually be doable. Maybe. Not very useful on tanks though, as it'd probably time out long before it takes enough to be destroyed. But still.

    What do y'all think? Should this be considered?
  • Theist_VII
    Theist_VII
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    Theist_VII wrote: »
    Not sure why Zos is complicating every skill. Not everything needs to be a paragraph long explanation with 5 different effects. Its ok to have a plain damage skill, or a plain shield skill.

    Players do not need abilities to SEEM interesting, they need combat to BE interesting.
    Easy example of this in the past is dizzy swing.

    Before it was a simple cast damage skill that did a knockup. The counterplay was clear and telegraphed for both sides.

    Now it has a near invisible debuff that might allow you to stun if something else doesnt trigger it, or the enemy might have an unknown invisible cooldown that you cant know about. Then sometimes it may snare the enemy for some reason. Also there may be a damage boost, but who knows since offbalance was changed like 9 times. More effects does not equal better

    Here’s the thing, more effects does not equal better, but if the effects are meaningful, it is 100% better.

    Like Molten Whip and Seething Fury stacks, when those were added to the skill, it became objectively better while adding a new gameplay loop to Dragonknight. There’s no reason to why Sun Shield couldn’t lose it’s per-nearby-enemy scaling and have a stack build-up on blocked damage, or have Blazing Shield do something fun with additional flame damage to bash, or an increase to your overall damage with Sword & Shield equipped, or have the skill apply Burning in an AoE around you on activation, I mean seriously, it has Blazing and Shield in it’s name. Let’s get creative here.

    There are so many unique ways they could tackle the problem, that would make the skill desirable while encouraging new playstyles, but instead we got Minor Maim.

    I really hope that later this cycle there is another pass at Sun Shield because this just isn’t it.

    Hmm. Gives me a thought.

    Sun Shield: While the damage shield persists, enemies who attack you take fire damage. (They might limit it to melee attacks, but hopefully not.) When the shield is destroyed, it explodes, dealing fire damage to all nearby enemies.
    Basically minimum radius 8 meters.

    Radiant Ward: It has "Radiant" in the name, so why not allow it to apply to at least one nearby ally as well as yourself? If not all nearby allies? As well as that fire damage to attackers, minimum radius 8m. Or would y'all still prefer the increased shield strength for each enemy around? Honestly, I still think Brawler is better. (Morph of cleave.)
    I think it should be better than Ward Ally, but if it keeps the base version edits I suggested above, it should be better than Ward Ally, at self and 1 other, right? Because the damaging enemies who strike it and exploding on destruction. Note it doesn't explode on end, but on destruction. If the enemy cracks it, then it explodes, not when it times out or is recast.

    Blazing Shield: As well as the base version's effect, while the shield persists, deals flame damage around you.
    Probably similar to blood mist's area dps, but fire damage and not self healing. Or will it heal? Or more damage since no heal? Just spitballing.
    Might still upgrade the explosion to guarantee it, retaining the 30% of damage absorbed feature, assuming it gets more power than just 1440. 1440 translates to zero in pvp btw, because everyone instantly heals any damage less than 5k.
    4800 * 0.3 = 1440

    Basically, as long as the shield persists, foes should fear damaging the sun shield. Although, most players would one-tap it anyways so they don't have much to fear from it. Except the explosion they cause if it deals decent enough damage, but I doubt they'd make it that useful.

    Should it keep the damage on cast with these changes?

    Hmm, it's only 6 seconds, so it's basically designed more as a parry than a shield. With its negligible durability, the explosion on destruction might actually be doable. Maybe. Not very useful on tanks though, as it'd probably time out long before it takes enough to be destroyed. But still.

    What do y'all think? Should this be considered?

    Already immediately better than what we have.
  • KaironBlackbard
    KaironBlackbard
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    Theist_VII wrote: »
    Gonna share this video of feedback from a yet another known leaderboard PvE tank explaining their take on the new Templar changes.

    https://youtu.be/qKARdVorWsU?si=NQvjSdi4ugMmA9Do

    So, the banner won't work like Psijic's Mend Wounds?
    With mend wounds, you can toggle it on one bar and swap and it will remain on. Gotta swap back to turn it off.
    If the banner works like that, where I can bar swap, activate, bar swap, and keep it, I might use it. If it's like Magelight or Flare, requiring to be on both bars for its effect, or like sorc's pets needing both bars, then I probably won't use it unless I'm going for a no skills build.
    Precognition, Flare, Radiant Magelight, etc.
    Those tend to be useless builds though.



    Although, I think they should have some role-based effects. For instance, the taunt on focussed charge shouldn't occur unless the user is roled as a tank. If they are roled as damage dealer or healer, doesn't taunt.
    I know a few damage dealers who rush in with Explosive Charge and then jabs away. I know they'd much rather it NOT taunt.
  • Theist_VII
    Theist_VII
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    Theist_VII wrote: »
    Gonna share this video of feedback from a yet another known leaderboard PvE tank explaining their take on the new Templar changes.

    https://youtu.be/qKARdVorWsU?si=NQvjSdi4ugMmA9Do

    So, the banner won't work like Psijic's Mend Wounds?
    With mend wounds, you can toggle it on one bar and swap and it will remain on. Gotta swap back to turn it off.
    If the banner works like that, where I can bar swap, activate, bar swap, and keep it, I might use it. If it's like Magelight or Flare, requiring to be on both bars for its effect, or like sorc's pets needing both bars, then I probably won't use it unless I'm going for a no skills build.
    Precognition, Flare, Radiant Magelight, etc.
    Those tend to be useless builds though.



    Although, I think they should have some role-based effects. For instance, the taunt on focussed charge shouldn't occur unless the user is roled as a tank. If they are roled as damage dealer or healer, doesn't taunt.
    I know a few damage dealers who rush in with Explosive Charge and then jabs away. I know they'd much rather it NOT taunt.

    @Hyperioxes explained that in the video, how these changes are nothing short of roleplay flavor. Having a taunt on a gap closer is not going to change the way tanking is done, and the Major Protection is a selfish buff, why would anyone run that over Major and Minor Breach?

    Then they go over Minor Maim up-time in groups and how people don’t even build into it yet manage near 100% uptime.
  • KaironBlackbard
    KaironBlackbard
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    Theist_VII wrote: »
    Theist_VII wrote: »
    Gonna share this video of feedback from a yet another known leaderboard PvE tank explaining their take on the new Templar changes.

    https://youtu.be/qKARdVorWsU?si=NQvjSdi4ugMmA9Do

    So, the banner won't work like Psijic's Mend Wounds?
    With mend wounds, you can toggle it on one bar and swap and it will remain on. Gotta swap back to turn it off.
    If the banner works like that, where I can bar swap, activate, bar swap, and keep it, I might use it. If it's like Magelight or Flare, requiring to be on both bars for its effect, or like sorc's pets needing both bars, then I probably won't use it unless I'm going for a no skills build.
    Precognition, Flare, Radiant Magelight, etc.
    Those tend to be useless builds though.



    Although, I think they should have some role-based effects. For instance, the taunt on focussed charge shouldn't occur unless the user is roled as a tank. If they are roled as damage dealer or healer, doesn't taunt.
    I know a few damage dealers who rush in with Explosive Charge and then jabs away. I know they'd much rather it NOT taunt.

    @Hyperioxes explained that in the video, how these changes are nothing short of roleplay flavor. Having a taunt on a gap closer is not going to change the way tanking is done, and the Major Protection is a selfish buff, why would anyone run that over Major and Minor Breach?

    Then they go over Minor Maim up-time in groups and how people don’t even build into it yet manage near 100% uptime.

    The point wasn't tank, but damage dealer. I don't see tanks using it. I see damage dealers using it. DD's don't want taunt. That's my point.
  • KaironBlackbard
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    As for my tanks, I use Inner Beast and Pierce Armor. Bar swapping shield or ice staff depending on resources to keep my guard up, if I need to guard. In PvP the only thing I can do is guard, otherwise I'm dead. PvE I don't need to guard much, if at all.
    Something weird, Inner Fire was dealing only 1.4k, but I morphed to Inner Beast and it started dealing 4k, like concealed weapon. The preview didn't show a damage increase, only some extra debuffs. Plus in being stamina would allow me to cast while suppressed. Although, lately, it seems that it is getting suppressed anyways.
  • UNSeki
    UNSeki
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    Theist_VII wrote: »

    Alright, thanks for sharing this. I had to uninstall ESO for storage space (and since I hadn't been having much time to play it anyway) before the Scribing update and didn't get to see what the system is like. If those skills have those actual values and can be used just like that in practice, then yeah, this does seem to heavily undermine the new Sun Shield.

  • Theist_VII
    Theist_VII
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    UNSeki wrote: »
    Theist_VII wrote: »

    Alright, thanks for sharing this. I had to uninstall ESO for storage space (and since I hadn't been having much time to play it anyway) before the Scribing update and didn't get to see what the system is like. If those skills have those actual values and can be used just like that in practice, then yeah, this does seem to heavily undermine the new Sun Shield.

    Last I checked they were.

    Even without those options, the skill just doesn’t do enough. Tanks are chosen not for their surviveability, but for how well they benefit the group. A meager 5 meter debuff application of Minor Maim is not going to push them over the top for use cases. Especially when groups already achieve near perfect up-time of the debuff without any direct investment, not even mentioning how underwhelming that debuff is ever since they changed it from 15% to 5% almost a decade ago.

    Part of the reason why Nova is so horrible too... that ultimate used to have a unique 30% damage mitigation against enemies within it, that got changed to 30% from Major Maim, and then 10%, the current value. Adding insult to injury, they tacked the major debuff to Frost Clench and most recently the Sorcerer AoE heal, then Scribing.

    While I get that Templar is a vanilla class, it has received nothing but nerfs over time, and the buffs they get are nothing short of useless.
    Edited by Theist_VII on September 22, 2024 8:29AM
  • Anti_Virus
    Anti_Virus
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    Here is a better change for sun shield:

    Keep the current change that adds minor maim:

    Sun shield and Radiant ward: Heals for 100% of the shields max health over 6 secs while the shield is active.

    Blazing Shield: Heals you for 100% of the shields max health over 6 secs after the shield expires

    @ZOS_Kevin @ZOS_Gilliam
    Edited by Anti_Virus on September 22, 2024 7:44PM
    Power Wealth And Influence.
  • Skulptro
    Skulptro
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    I have an Idea about Sun Shield. It's amount in PvP is already not too big, but asks for 6 enemies around you to get maximum capacity.
    Let's s look at it from both tanking and PvP points. Tanks don't allways have 6 enemies on them. PvPer doesn't allways have 6 people in melee range on him.

    What I suggest is to split the abount of bonuses unevenly. Total bonus may stay the same. For example, there is +120% in total, now on PTS. Let it be +70% per first enemy and +10% for each other enemy. So in total it is the same 120%. Exact numbers are up to combat team to tweak, but the idea is that even if there is an only enemy, but you stay on it, you get a good shield. In PvP, or as a Main Tank, you will not loose basically all the shield's strength. Yes, you can't get a fat shield if you are far away from your target, but if you play the way it's intended, you benefit.

    Single-boss fights - templar tanks are happy not to be punished for having a single enemy, PvP templars are happy to have a new(old) shiny tool.

    And yeah, even with enemies around, maximum shield size is insignificant, I tried blazing shield, it's even smaller, and posted a video. I also have another morph captured, can share it, if needed. It's a tiny little bit better, but still nothing to write home about.

    Healing from a shield, like mentioned above, is a good idea too, and other classes also have it. At the same time it is good and bad. On one hand, it will give a reliable health based heal for PvE templar tanks, not some crippled channel focus. On the other hand, you can play sork or ark right now, they already have it. But if Ark has a huuuuge shield for 1 second, so Ark has time to heal himself up and run away; and Sork has a streak to gtfo from danger, stunning enemies at the same time, templar has nothing like that for PvP. It has nothing else to synergise with to keep you alive in its current state, which is: low tooltip, unmatchable conditions to make it bigger, high cost. So I'm not sure, that this heal from shield is even enough for PvP. But if this is implemented on PTS, I will definitely give it a try, either my suggestion with uneven scaling or Anti_Virus's one, above.
  • Joy_Division
    Joy_Division
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    The problem with this skill is that it falls between two stools. Is it supposed to keep me alive? Is it supposed to damage the enemy? If it does both really well (as it did 10 years ago on a niche build), it's too OP. So by the definition of balance, it cant do either well. So we get the worst of all situations: wont prevent user from dying, wont kill the enemy, the opportunity cost for using it is too high.

    The skill should do one of these functions really well and the other just a side benefit, depending on the morph that is chosen.
    Edited by Joy_Division on September 23, 2024 5:18PM
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