GhostwalkerLD wrote: »Wait a second.. Gina says that they plan on INCREASING the cast time for Breath of Life??? It's (supposed to be) an instant-cast ability!! In other words, they can't fix the delay for it, so they're going to just say it was supposed to have a delay all along. Are you flipping kidding me?
ZOS_GinaBruno wrote: »Wow, sorry guys. That was 100% my fault and just poor (ie: wrong!) wording. What we're planning to do is increase the animation, not the cast time. A faster animation will result in the heal occurring sooner after the button is pressed.
likewow777 wrote: »
But they didn't list those "many abilities" explicitly, which I can only assume means that "many" is "one". And that "one" is Talons. GUYS I FIGURED IT OUT!!! *whew* That sure did take me a while to deduce.
skwornub18_ESO wrote: »They also need to speed up the blazing shield animation, it also says instant and takes nearly a second to cast O.o how does instant = 1 second???
skwornub18_ESO wrote: »They also need to speed up the blazing shield animation, it also says instant and takes nearly a second to cast O.o how does instant = 1 second???
a lot of that is animation backswing. if under pressure, you can cancle the animation by perofrming a dodge roll (or bash/weapon swap) very shortly after the BS keypress.
Animal_Mother wrote: »Hypertionb14_ESO wrote: »
Basically they want to be able to forever knock back a single target with this skill like they could before.
Not at all. Melee range in ESO is 5, 7 or 8m (why can't ZOS just pick one and stick with it) and Puncturing Strikes is a melee skill. The last thing I want to do, as a melee build, is knock back my target out of this range using my spamable melee skill and chase after them. Keeping a target in melee range is also important for other skills to work, such as, Sun Shield, Rune Focus, Solar Barrage and all weapon skills.
If we ever do need a knock back, the very next skill in the skill line, Piercing Javelin, provides it. Although, I would prefer an AOE CC skill, or better shields.
Templars don't have an escape like Sorcs or NB, so we are expected to fight it out like DKs. DKs have a lot of skills that allow them to stand and fight - we know what they are - their skills work and are well supported by the devs. Our survival skill set has included our shield (Sun Shield), a damage multiplier (Backlash), Eclipse (I can't think of a category for Eclipse), an AOE CC (Blinding Flashes), quick heals (Rushed Ceremony), and two powerful buffs (Restoring Aura, Rune Focus).
Over our history, Blazing (Sun) Shield and Backlash quickly got capped in returned damage and/or shielding - multiple times. Blinding Flashes was axed. Eclipse became really bugged, Rushed Ceremony is delayed on casting and the Templar must be Magicka-based anyways for the big heal, Restoring Aura is passive only for us unless we go Repentance - leaving us with.. ta da.. Rune Focus as our sole unbugged, uncapped, survival skill.
I know, I know, none of us used Backlash prior to 1.6 due to the cast time except under certain circumstances.
Maybe we need an escape and need to play more like NBs and Sorcs our skill set seems rather... it needs work and a focus. I don't think ZOS has any direction for for our class. Why give us a ranged execute when most of our premier skills (by premiere I mean ones getting most of the nerfs) are melee range - to help healers do damage; why not put the skill under Restoring Light? Why remove the limited synergy we had with our Restoring Light passives and all healing? What good is Enduring Rays when used with damaging skills like Backlash and Radiant Destruction with their hard limits on damage or time?CLASS changes
- changed the name templar to free AP dispenser, this is to avoid confusion at character creation.
I prefer "Practice Dummy".
darkknightfkb16_ESO wrote: »Hello @ZOS_GinaBruno, any chance of an update on fixes?
darkknightfkb16_ESO wrote: »Hello @ZOS_GinaBruno, any chance of an update on fixes?
Fixes will be implemented with the next major update.
anyone remember why Blazing Shield was nerfed?
At 20k HP it gives 5k shield and 2.5kdmg max in cyrodiil at very high manacosts...
it is so weak , this is why it is mostly used by mana templars, they can spam it, for stamina it is to expensive or for this price its to useless...
My suggestion would be to make this grant shield on 30% manabased and the morphs both to Blazing Shield but one based on mana and the other based on stamina.
At 25k Mana/Stamina it gives 7.5k shield and 3.75 k dmg max in cyrodiil at very high manacosts or staminacost.
sound usefull again and would give stamina-users a little buff also.
greets
david.haypreub18_ESO wrote: »darkknightfkb16_ESO wrote: »Hello @ZOS_GinaBruno, any chance of an update on fixes?
Fixes will be implemented with the next major update.
Source?
ZOS_JessicaFolsom wrote: »Thanks for your patience, folks. We have some answers to both questions below. It's worth mentioning that these answers are straight from the combat team, headed up by Eric Wrobel.I have two questions that I would really appreciate an answer to.
1. Is Nirnhorned armor working as intended? As it is on live, a few pieces of Nirnhorned easily brings you up to the hard cap on spell resist even in Light Armor. Each piece of Nirnhorned is increasing total spell resist by the listed percentage. It is working as the Nirnhorned tooltip states, but I was wondering if you could provide a bit of clarity if this is indeed the intended mechanic.
Currently, Nirnhoned is more effective than intended. We’ll be adjusting how this works so it's not quite as powerful. This change is currently slated to go into the next major update.2. Has there been any further discussion on the Alliance Rank needed to obtain the Vigor skill? The last quote I heard from ZOS on this issue was that they want Alliance Ranks to be a long process to achieve but I feel that putting such a game changing skill at Rank 10 is a bit too much. I could personally accept it at Rank 10 if Alliance Rank was account wide, but as it is currently, none of my alts have any hope of ever reaching Vigor. My main is only Alliance Rank 8, and I spend a vast majority of my time in PVP and have been playing since the first day of early access. I am fairly casual, but just for reference, I gain on average around 1 CP a day (I keep up with enlightenment totals basically).
Yes, there has been further discussion and plans for change are in progress. We plan to move Vigor and Guard to Alliance Rank 5, also in the next major update.
ZOS_JessicaFolsom wrote: »xsorusb14_ESO wrote: »Figures...make a set of armor today and the nerf it a week later heh
Sorry to hear that. For what it's worth the next major update won't be until after console launch in June.
timidobserver wrote: »anyone remember why Blazing Shield was nerfed?
At 20k HP it gives 5k shield and 2.5kdmg max in cyrodiil at very high manacosts...
it is so weak , this is why it is mostly used by mana templars, they can spam it, for stamina it is to expensive or for this price its to useless...
My suggestion would be to make this grant shield on 30% manabased and the morphs both to Blazing Shield but one based on mana and the other based on stamina.
At 25k Mana/Stamina it gives 7.5k shield and 3.75 k dmg max in cyrodiil at very high manacosts or staminacost.
sound usefull again and would give stamina-users a little buff also.
greets
I would be okay with this as long as Blazing Shield remains the magicka morph.
darkknightfkb16_ESO wrote: »Hello @ZOS_GinaBruno, any chance of an update on fixes?
ZOS_GinaBruno wrote: »darkknightfkb16_ESO wrote: »Hello @ZOS_GinaBruno, any chance of an update on fixes?
Sure! We do actually have a few Templar fixes tentatively going into Monday's patch. The first is for Focused Charge and not being able to use other abilities for a few seconds after casting that ability, and also the FX getting stuck on you. We're also trying to get the fix for Eclipse triggering your GCD each time it reflected another ability. We're still waiting for verification that these are fixed and good to go for 2.0.6, but things are looking good so far.
ZOS_GinaBruno wrote: »darkknightfkb16_ESO wrote: »Hello @ZOS_GinaBruno, any chance of an update on fixes?
Sure! We do actually have a few Templar fixes tentatively going into Monday's patch. The first is for Focused Charge and not being able to use other abilities for a few seconds after casting that ability, and also the FX getting stuck on you. We're also trying to get the fix for Eclipse triggering your GCD each time it reflected another ability. We're still waiting for verification that these are fixed and good to go for 2.0.6, but things are looking good so far.
ZOS_GinaBruno wrote: »darkknightfkb16_ESO wrote: »Hello @ZOS_GinaBruno, any chance of an update on fixes?
Sure! We do actually have a few Templar fixes tentatively going into Monday's patch. The first is for Focused Charge and not being able to use other abilities for a few seconds after casting that ability, and also the FX getting stuck on you. We're also trying to get the fix for Eclipse triggering your GCD each time it reflected another ability. We're still waiting for verification that these are fixed and good to go for 2.0.6, but things are looking good so far.
david.haypreub18_ESO wrote: »darkknightfkb16_ESO wrote: »Hello @ZOS_GinaBruno, any chance of an update on fixes?
Fixes will be implemented with the next major update.
Source?
thats what they always say, they are not in a rush, i mean still time till console comes. they dun are about PC players
I know that this is not about temp skills, but you will certainly get the same answer once they answer.ZOS_JessicaFolsom wrote: »Thanks for your patience, folks. We have some answers to both questions below. It's worth mentioning that these answers are straight from the combat team, headed up by Eric Wrobel.I have two questions that I would really appreciate an answer to.
1. Is Nirnhorned armor working as intended? As it is on live, a few pieces of Nirnhorned easily brings you up to the hard cap on spell resist even in Light Armor. Each piece of Nirnhorned is increasing total spell resist by the listed percentage. It is working as the Nirnhorned tooltip states, but I was wondering if you could provide a bit of clarity if this is indeed the intended mechanic.
Currently, Nirnhoned is more effective than intended. We’ll be adjusting how this works so it's not quite as powerful. This change is currently slated to go into the next major update.2. Has there been any further discussion on the Alliance Rank needed to obtain the Vigor skill? The last quote I heard from ZOS on this issue was that they want Alliance Ranks to be a long process to achieve but I feel that putting such a game changing skill at Rank 10 is a bit too much. I could personally accept it at Rank 10 if Alliance Rank was account wide, but as it is currently, none of my alts have any hope of ever reaching Vigor. My main is only Alliance Rank 8, and I spend a vast majority of my time in PVP and have been playing since the first day of early access. I am fairly casual, but just for reference, I gain on average around 1 CP a day (I keep up with enlightenment totals basically).
Yes, there has been further discussion and plans for change are in progress. We plan to move Vigor and Guard to Alliance Rank 5, also in the next major update.
Good to know. Thanks for keeping us updated.ZOS_GinaBruno wrote: »darkknightfkb16_ESO wrote: »Hello @ZOS_GinaBruno, any chance of an update on fixes?
Sure! We do actually have a few Templar fixes tentatively going into Monday's patch. The first is for Focused Charge and not being able to use other abilities for a few seconds after casting that ability, and also the FX getting stuck on you. We're also trying to get the fix for Eclipse triggering your GCD each time it reflected another ability. We're still waiting for verification that these are fixed and good to go for 2.0.6, but things are looking good so far.
ZOS_GinaBruno wrote: »darkknightfkb16_ESO wrote: »Hello @ZOS_GinaBruno, any chance of an update on fixes?
Sure! We do actually have a few Templar fixes tentatively going into Monday's patch. The first is for Focused Charge and not being able to use other abilities for a few seconds after casting that ability, and also the FX getting stuck on you. We're also trying to get the fix for Eclipse triggering your GCD each time it reflected another ability. We're still waiting for verification that these are fixed and good to go for 2.0.6, but things are looking good so far.
Yes, and every Templar ability they make uses an init method with a deeply buried Cool-up to bump up the cast time. That is why these anti-bot features are so hard to squash. Animations have to be a set length or longer (was 1.3 sec) for fear of what might look like lag but is really wait time.likewow777 wrote: »Not to bring down the tone, but I did notice the phrase "triggering your GCD". Kinda makes it seem like Templars have a special GCD that other classes don't..... I KNEW IT!
^ Just kidding. Seriously, though, awesome news, and I look forward to using the fixes that make it into the patch.
ZOS_GinaBruno wrote: »darkknightfkb16_ESO wrote: »Hello @ZOS_GinaBruno, any chance of an update on fixes?
Sure! We do actually have a few Templar fixes tentatively going into Monday's patch. The first is for Focused Charge and not being able to use other abilities for a few seconds after casting that ability, and also the FX getting stuck on you. We're also trying to get the fix for Eclipse triggering your GCD each time it reflected another ability. We're still waiting for verification that these are fixed and good to go for 2.0.6, but things are looking good so far.
cazlonb16_ESO wrote: »Let's wait and see if the fixes actually fix anything and what hidden nerfs come with them before praising ZOS.