BalticBlues wrote: »While your suggestion makes sense from a logical view,
this would be the final nail to the Templar's coffin.
Wrobel degraded Templars from premium healers to mediocre ones,
removing their shards would take their last usefulness from group play:
Mediocre DPS, terrible mobility, mediocre healing, no more shards -
without usefulness, people would probably kick Templars out of groups.
Why take a slow Templar with mediocre dps and mediocre healing,
if you can take a fast Sorc with premium dps and premium healing?
However, as soon as Templars will be removed from the game,
once no more masochists will be playing them, your suggestion should be a priority.
BalticBlues wrote: »While your suggestion makes sense from a logical view,
this would be the final nail to the Templar's coffin.
Wrobel degraded Templars from premium healers to mediocre ones,
removing their shards would take their last usefulness from group play:
Mediocre DPS, terrible mobility, mediocre healing, no more shards -
without usefulness, people would probably kick Templars out of groups.
Why take a slow Templar with mediocre dps and mediocre healing,
if you can take a fast Sorc with premium dps and premium healing?
However, as soon as Templars will be removed from the game,
once no more masochists will be playing them, your suggestion should be a priority.
Do you even play a Templar?I think the majority of the PVP Templar community would love to have Spear Shards replaced.
BalticBlues wrote: »Do you even play a Templar?BalticBlues wrote: »I think the majority of the PVP Templar community would love to have Spear Shards replaced.
Probably not, otherwise you would not want to take away one their last usefull skills.
btw: The "PvP community" killed the Templar class.
Only because of their moaning, there has been nerf after nerf after nerf.
Most Templars I know do only very little or no PvP anymore, because Templars suck in PvP.
Now they suck in PvE too, so there is hardly a reason to play one.
It probably would have been better to remove Templars entirely from PvP,
instead of crippling them even more, so that even PvE now sucks.
BalticBlues wrote: »My English is probably not good enough, sorry.
What I meant is that most Templar skills now are so useless or broken,
that taking away one the remaining working skills would cripple the class even more.
However, because the Templar class already is so crippled,
taking the few good things from it for the Undaunted and retire the class,
could make overall sense, to get a better game balance.
HebrewHatchet wrote: »I personally believe that most players that are really offended by the upcoming Templar nerf have only played as Templars. Without context, it may seem like the Templar is underpowered, but that's only in comparison to how Templars used to be. Overall, they're still strong. In fact, I would say that leveling my Templar and doing group content with my Templar was easier than with any other class (in other words, a nerf would only bring it in line with other classes).
BalticBlues wrote: »Do you even play a Templar?I think the majority of the PVP Templar community would love to have Spear Shards replaced.
Probably not, otherwise you would not want to take away one their last usefull skills.
btw: The "PvP community" killed the Templar class.
Only because of their moaning, there has been nerf after nerf after nerf - soon into uselessness.
Most Templars I know do only very little or no PvP anymore, because Templars suck in PvP.
Finally, Templars now suck in PvE too, due to mandatory circles and limited group healing.
It could have been better to remove Templars entirely from the game,
instead of crippling them again and again, so that now even PvE sucks.
With only 3 classes, it could be easier for ZOS to fix the broken game balance. Currently, with the No.1 class (Sorcs) even getting buffed and the underdogs (Templars) even getting nerfed, the unbalance reaches a new level of absurdity.
However, without Templars, the PTS changes finally would make sense.
And then your suggestion would be really smart. I would agree to a clean cut:
1. Remove the broken Templar class, grant players a free class change.
2. Put the few good Templar skills into the Undaunted.
3. Finally get a clue about game balance.
HebrewHatchet wrote: »I personally believe that most players that are really offended by the upcoming Templar nerf have only played as Templars. Without context, it may seem like the Templar is underpowered, but that's only in comparison to how Templars used to be. Overall, they're still strong. In fact, I would say that leveling my Templar and doing group content with my Templar was easier than with any other class (in other words, a nerf would only bring it in line with other classes).
HebrewHatchet wrote: »I personally believe that most players that are really offended by the upcoming Templar nerf have only played as Templars. Without context, it may seem like the Templar is underpowered, but that's only in comparison to how Templars used to be. Overall, they're still strong. In fact, I would say that leveling my Templar and doing group content with my Templar was easier than with any other class (in other words, a nerf would only bring it in line with other classes).
tinythinker wrote: »1. Templars should be the best potential healers and other classes should and do have good options to be great healers (see awesome NB healers and the rising DK healers, only Sorcs lag behind but they are coming up fast with the new pet changes).
2. Please stop recommending nerfs to Templars because other classes are jealous of one or two abilities (i.e. Breath of Life and Shards). Right now those abilities are among the top reasons why people want to group with Templars and BoL is already getting nerfed.
3. Someone *already* suggested a fix to this "why can only Templars help tanks regain stam" compaint months and months ago, which was to take the Energy Orb morph from Necrotic Orb in the Undaunted skill line and have it give stamina (the other morph gives magicka). @ZOS_RichLambert liked the idea and said he would take it up with @Wrobel, so, why not ask them about the status of this suggestion rather than trying to steal Shards?
The idea of changing Necrotic Orb to a stamina or magicka morph doesn't help resolve the issue. You're going to end up with the same situation you have now where all healers but templar will be forced to take the stamina morph while magicka DPS suffer in your group.
I've played templar since release and I don't think it is a nerf at all to put shards in the undaunted tree. Replace it with a better AOE CC that people can't simply side step in PVP becuase if you actually get hit with spear shards you're just bad. Templar's in PVP are begging for a better AOE CC, some type of Blinding Flashes, or an escape skill. The first skill in the undaunted line is terrible and can easily be replaced with a stamina regeneration skill.
So if Energy Orb, which costs magicka, goes from doing this:The idea of changing Necrotic Orb to a stamina or magicka morph doesn't help resolve the issue. You're going to end up with the same situation you have now where all healers but templar will be forced to take the stamina morph while magicka DPS suffer in your group.
blackcom90 wrote: »The idea of changing Necrotic Orb to a stamina or magicka morph doesn't help resolve the issue. You're going to end up with the same situation you have now where all healers but templar will be forced to take the stamina morph while magicka DPS suffer in your group.
I've played templar since release and I don't think it is a nerf at all to put shards in the undaunted tree. Replace it with a better AOE CC that people can't simply side step in PVP becuase if you actually get hit with spear shards you're just bad. Templar's in PVP are begging for a better AOE CC, some type of Blinding Flashes, or an escape skill. The first skill in the undaunted line is terrible and can easily be replaced with a stamina regeneration skill.
And templar in pve are begging to keep the shards as class skill. Otherways they will became usefull as a tank that use the bow. If they fix in the charge you will have your escape ability. just need to jump to the player that it's further away from the fight and run.
C'mon... how can you think that removing all the templar distinctive skills is good...
@rosy_ariete, @Alcast and @EgoRush i need you support... i think the world it's going crazy
The sky is falling... Oh no, if shards were available to other classes then there would be no reason to bring a Templar. Spear Shards in PVP is terrible. The only good use for it in PVP is to spam zergs with it. In the next patch it will have a red circle warning everyone where the shard will land like it wasn't already difficult enough to hit someone with it on live. The Templar has "cool" abilities that just don't work. Everyone can see shards and flares coming from a mile away. Give shards to everyone and give Templars a better AOE instant CC.
tinythinker wrote: »So if Energy Orb, which costs magicka, goes from doing this:The idea of changing Necrotic Orb to a stamina or magicka morph doesn't help resolve the issue. You're going to end up with the same situation you have now where all healers but templar will be forced to take the stamina morph while magicka DPS suffer in your group.To this:
- Project a globe of regeneration that floats forward, dealing (x) healing to nearby allies.
- An ally can activate the Healing Combustion synergy, healing themselves for [x] and restoring (z) Magicka over 10 seconds, plus additional Magicka based on number of allies healed.
- Heals allies instead of damaging enemies.
- Project a globe of regeneration that floats forward, dealing (x) healing to nearby allies.
- An ally can activate the Healing Combustion synergy, healing themselves for [x] and restoring (z) Stamina over 10 seconds, plus additional Stamina based on number of allies healed.
- Heals allies instead of damaging enemies.
You now have an ability a non-Templar healer can slot to both heal *and* give back stamina while that non-Templar still has plenty of other skills, including DoTs, that they can weave in. Unless you think the DPS from Shards is more OP than what other classes have access to from staffs or their class skill lines.
And if that is big concern (???), take out the heal for Energy Orb and have it still do damage. I mean, basically, your argument seems to boil down to "DPS from Shards and stam restore=OP" and the group can't take the DPS hit from a healer who can't toss shards. If that isn't what you are suggesting how does altering an existing skill to give back stamina instead of magicka not resolve the issue for non-Templar healer not being able to give back stam? Why does healer DPS suddenly become central to that issue?
rosy_ariete wrote: »The sky is falling... Oh no, if shards were available to other classes then there would be no reason to bring a Templar. Spear Shards in PVP is terrible. The only good use for it in PVP is to spam zergs with it. In the next patch it will have a red circle warning everyone where the shard will land like it wasn't already difficult enough to hit someone with it on live. The Templar has "cool" abilities that just don't work. Everyone can see shards and flares coming from a mile away. Give shards to everyone and give Templars a better AOE instant CC.
I play as a templar since almost two years now... and I personally don't care for other classes to be able to give stamina back to the group. This is why the class is called "templar". His major skill line is for supporting the group (healing and sustain). So let him support this damn group!
I'm sick of nerfs and requests about templar skills to be placed in other skill lines, common for all the classes. So give me dk's chains and sorc's pets... why not?
If ZOS will really give these so-called-suggestions a chance in live (changing templar class skill lines for the worst) I'll quit this game for sure.
Stop whining about everything and start play your CHOSEN class for the best.
If you want to use templar skills, SO PLAY AS ONE!
And they can't find other forms of sustain? That sounds like another issue to post a thread about.tinythinker wrote: »So if Energy Orb, which costs magicka, goes from doing this:The idea of changing Necrotic Orb to a stamina or magicka morph doesn't help resolve the issue. You're going to end up with the same situation you have now where all healers but templar will be forced to take the stamina morph while magicka DPS suffer in your group.To this:
- Project a globe of regeneration that floats forward, dealing (x) healing to nearby allies.
- An ally can activate the Healing Combustion synergy, healing themselves for [x] and restoring (z) Magicka over 10 seconds, plus additional Magicka based on number of allies healed.
- Heals allies instead of damaging enemies.
- Project a globe of regeneration that floats forward, dealing (x) healing to nearby allies.
- An ally can activate the Healing Combustion synergy, healing themselves for [x] and restoring (z) Stamina over 10 seconds, plus additional Stamina based on number of allies healed.
- Heals allies instead of damaging enemies.
You now have an ability a non-Templar healer can slot to both heal *and* give back stamina while that non-Templar still has plenty of other skills, including DoTs, that they can weave in. Unless you think the DPS from Shards is more OP than what other classes have access to from staffs or their class skill lines.
And if that is big concern (???), take out the heal for Energy Orb and have it still do damage. I mean, basically, your argument seems to boil down to "DPS from Shards and stam restore=OP" and the group can't take the DPS hit from a healer who can't toss shards. If that isn't what you are suggesting how does altering an existing skill to give back stamina instead of magicka not resolve the issue for non-Templar healer not being able to give back stam? Why does healer DPS suddenly become central to that issue?
I don't think you understand... I'm not referring to magicka DPS as the DPS I do as a healer (my Templar healer). I'm talking about the Sorcs and other magicka DPS classes I run with on dungeons that I use Necrotic Orb to help them sustain. When I run my Templar healer I have shards for the tank, orb for my magicka DPS players, jabs/rad op for MY DPS, and repentance after trash packs.
BalticBlues wrote: »Do you even play a Templar?I think the majority of the PVP Templar community would love to have Spear Shards replaced.
Probably not, otherwise you would not want to take away one their last usefull skills.
btw: The "PvP community" killed the Templar class.
Only because of their moaning, there has been nerf after nerf after nerf - soon into uselessness.
Most Templars I know do only very little or no PvP anymore, because Templars suck in PvP.
Finally, Templars now suck in PvE too, due to mandatory circles and limited group healing.
It could have been better to remove Templars entirely from the game,
instead of crippling them again and again, so that now even PvE sucks.
With only 3 classes, it could be easier for ZOS to fix the broken game balance. Currently, with the No.1 class (Sorcs) even getting buffed and the underdogs (Templars) even getting nerfed, the unbalance reaches a new level of absurdity.
However, without Templars, the PTS changes finally would make sense.
And then your suggestion would be really smart. I would agree to a clean cut:
1. Remove the broken Templar class, grant players a free class change.
2. Put the few good Templar skills into the Undaunted.
3. Finally get a clue about game balance.