Ugh they already responded in this thread and gave their inputBugCollector wrote: »Would like some response @ZOS_AlanGZOS_Racheal wrote: »Greetings, everyone.
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Well, if you use it that way than much better if you use 2 Dark Flares(or DF followed but Reflective Light/Bane) and Radiant after, coz Empower doesn't increase damage of channeled skills (like RD), i.e. you will just waste first Dark Flare Empower buff in vain.Springt-Über-Zwerge wrote: »You can use it pretty nice as a magica snipe followed by radiant for the kill..
@Rook_Master i know that feeling...Rook_Master wrote: »When I read posts from other people that main Templars it brings a little tear to my eye knowing that you feel my pain as well. You know what it's like to experience the continuing degradation of Blazing Shield into its current utter uselessness. You know what it's like having our Resto Staff synergies taken away. You know what it's like having Toppling Charge broken for over a YEAR.
BugCollector wrote: »What we still need:
1. No free CC immunity from Puncturing Strikes
2. No global cooldown on Focused Charge
3. Slightly increased damage on Spear Shards in order to increase aoe dps
4. Chance to instant cast Dark Flare
5. Slightly increased damage ceiling on Backlash
BugCollector wrote: »I really hope Zenimax listens to us. This thread is too popular to be left ignored.
david.haypreub18_ESO wrote: »BugCollector wrote: »I really hope Zenimax listens to us. This thread is too popular to be left ignored.
You must not know ZOS very well to say that.
Look at the 16+ pages of player suggestions in the Templar thread on the Developers Discussion section.
Look at the 36+ pages of player suggestions in this thread in the Combat and Character mechanics section:
http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p1
Not only has ZOS refused to listen to much in the latter, they have actually locked the thread's new posts at July 17th, so that the thread won't appear on the front page of threads in that section.
They are putting their heads in the sand and pretending the class is fine, and have been doing it since 1.6 hit and everyone realized that their attempts to finally fix the class met with failure because they simply didn't listen to what their players were telling them.
SeptimusDova wrote: »^ LOL
I will spend them on crafting
SeptimusDova wrote: »If we had better lighting graphics Sun shield might make a good torch substitute whilst looking for mats!
What's wrong with the knock back? The exploiter passive in champion system makes the new cast even stronger you know?
Knock back counts as a stun which works as off balanced, just something I've worked out in dsa, anything that gets stunned, disoriented, interrupted works with exploiterWhat's wrong with the knock back? The exploiter passive in champion system makes the new cast even stronger you know?
It makes the ability an execute. if you manage to kill your target in two (rather 1.5 jabs), the knockback is actually quite useful. if you don't, you basically gave the enemy CC immunity without even draining stamina from him. on top of it, the form of CC has much less kill potential on a full-heath (or shielded) + no stamina enemy. compare that to fear or even kills like the shield charge.
This is less of a problem for some stamina builds (those using the spear will prbably still hate the effect), especially because the damage is still high and otften the execute threshold is often met, but extremely annoying when playing magicka: hit an enemy with sweeps that had no cc immunity before (just for damage, not for making the kill)? Forget about eclipse, toppling, shards, etc for the next 5 seconds and better prepare to panic self-heal while your enemy uses his CC immunity
ps: how does the exploiter help here? i don't see how knockback == off-balance
Knock back counts as a stun which works as off balanced, just something I've worked out in dsa, anything that gets stunned, disoriented, interrupted works with exploiterWhat's wrong with the knock back? The exploiter passive in champion system makes the new cast even stronger you know?
It makes the ability an execute. if you manage to kill your target in two (rather 1.5 jabs), the knockback is actually quite useful. if you don't, you basically gave the enemy CC immunity without even draining stamina from him. on top of it, the form of CC has much less kill potential on a full-heath (or shielded) + no stamina enemy. compare that to fear or even kills like the shield charge.
This is less of a problem for some stamina builds (those using the spear will prbably still hate the effect), especially because the damage is still high and otften the execute threshold is often met, but extremely annoying when playing magicka: hit an enemy with sweeps that had no cc immunity before (just for damage, not for making the kill)? Forget about eclipse, toppling, shards, etc for the next 5 seconds and better prepare to panic self-heal while your enemy uses his CC immunity
ps: how does the exploiter help here? i don't see how knockback == off-balance
How many points do you have in that thaumaturge?Joy_Division wrote: »Knock back counts as a stun which works as off balanced, just something I've worked out in dsa, anything that gets stunned, disoriented, interrupted works with exploiterWhat's wrong with the knock back? The exploiter passive in champion system makes the new cast even stronger you know?
It makes the ability an execute. if you manage to kill your target in two (rather 1.5 jabs), the knockback is actually quite useful. if you don't, you basically gave the enemy CC immunity without even draining stamina from him. on top of it, the form of CC has much less kill potential on a full-heath (or shielded) + no stamina enemy. compare that to fear or even kills like the shield charge.
This is less of a problem for some stamina builds (those using the spear will prbably still hate the effect), especially because the damage is still high and otften the execute threshold is often met, but extremely annoying when playing magicka: hit an enemy with sweeps that had no cc immunity before (just for damage, not for making the kill)? Forget about eclipse, toppling, shards, etc for the next 5 seconds and better prepare to panic self-heal while your enemy uses his CC immunity
ps: how does the exploiter help here? i don't see how knockback == off-balance
As someone who does not have 75 points in the Ritual Tree and will not have that many in the foreseeable future, I would prefer that the skill is not "balanced" so that highly specialized DPS builds with copious amounts of champion points can enjoy a 10% DPS increase at the expense of the very noticeable disadvantages that come with the knock-back.
How many points do you have in that thaumaturge?Joy_Division wrote: »Knock back counts as a stun which works as off balanced, just something I've worked out in dsa, anything that gets stunned, disoriented, interrupted works with exploiterWhat's wrong with the knock back? The exploiter passive in champion system makes the new cast even stronger you know?
It makes the ability an execute. if you manage to kill your target in two (rather 1.5 jabs), the knockback is actually quite useful. if you don't, you basically gave the enemy CC immunity without even draining stamina from him. on top of it, the form of CC has much less kill potential on a full-heath (or shielded) + no stamina enemy. compare that to fear or even kills like the shield charge.
This is less of a problem for some stamina builds (those using the spear will prbably still hate the effect), especially because the damage is still high and otften the execute threshold is often met, but extremely annoying when playing magicka: hit an enemy with sweeps that had no cc immunity before (just for damage, not for making the kill)? Forget about eclipse, toppling, shards, etc for the next 5 seconds and better prepare to panic self-heal while your enemy uses his CC immunity
ps: how does the exploiter help here? i don't see how knockback == off-balance
As someone who does not have 75 points in the Ritual Tree and will not have that many in the foreseeable future, I would prefer that the skill is not "balanced" so that highly specialized DPS builds with copious amounts of champion points can enjoy a 10% DPS increase at the expense of the very noticeable disadvantages that come with the knock-back.
For quick bullet points...I dont think any of these changes would make Templars even remotely OP - they would probably still be the worst class in the game overall. So that's saying a lot.
- Dark Flare - Needs something pretty significant done to it. Faster Travel time and/or less obvious spell effect (so easy to see coming and reflect/dodge/block). Possibly instant casting, or other equally powerful bonus effect. Dark Flare does not hit harder than Fragments if you take into account its 20% bonus damage that it is almost exclusively used for in PvP.
- Puncturing Strikes - remove the healing debuff (battle spirit) from the ability to prevent doubling the nerf, also create a short duration movement speed slow (snare) instead of the current knockback.
- Blazing Shield - Remove battle spirit effect on its damage done to prevent double nerf effect.
- Toppling Charge - Fix the GCD issue. Regardless if you can block/light attack animation cancel the bug, its still a bug and needs to be fixed. The "Optimal" weaving is an opinion. If I charge someone to stun them, and they now have 3k HP left, I do not want to block, light attack, and then use an ability, I want to execute them IMMEDIATELY. Also, up the damage some, its pretty pathetic - far shorter stun and still less damage (in most situations) than the sword and shield charge.
- Blazing/Luminous Shards - Up the Travel time. Even if you want to combo it with other abilities, you could still accomplish that if you halved its travel time, it takes like 2.5 seconds, over twice the length of most skills even with cast times. (or at least feels that way)
@Attorneyatlawl As someone who has played a Templar basically non stop since the very first beta along side you, I would just like to step in and say that I agree that Templars need significant changes to most of the skills originally discussed in this thread.
I know we can both argue our side of things till the servers shut down, so I probably wont continue to monitor this thread, But I do want it to be known I agree changes are needed to Templar for the better. Personally I would remove half of the "bonus" effects from half the skills in the game (frags, wrecking, ambush, etc), but since that's not going to happen, buff Templars to be equal.
For quick bullet points...I dont think any of these changes would make Templars even remotely OP - they would probably still be the worst class in the game overall. So that's saying a lot.
- Dark Flare - Needs something pretty significant done to it. Faster Travel time and/or less obvious spell effect (so easy to see coming and reflect/dodge/block). Possibly instant casting, or other equally powerful bonus effect. Dark Flare does not hit harder than Fragments if you take into account its 20% bonus damage that it is almost exclusively used for in PvP.
- Puncturing Strikes - remove the healing debuff (battle spirit) from the ability to prevent doubling the nerf, also create a short duration movement speed slow (snare) instead of the current knockback.
- Blazing Shield - Remove battle spirit effect on its damage done to prevent double nerf effect.
- Toppling Charge - Fix the GCD issue. Regardless if you can block/light attack animation cancel the bug, its still a bug and needs to be fixed. The "Optimal" weaving is an opinion. If I charge someone to stun them, and they now have 3k HP left, I do not want to block, light attack, and then use an ability, I want to execute them IMMEDIATELY. Also, up the damage some, its pretty pathetic - far shorter stun and still less damage (in most situations) than the sword and shield charge.
- Blazing/Luminous Shards - Up the Travel time. Even if you want to combo it with other abilities, you could still accomplish that if you halved its travel time, it takes like 2.5 seconds, over twice the length of most skills even with cast times. (or at least feels that way)