Huh, you gotta check your numbers, Radial sweep's resource return is insane considering the low ultimate cost of the ability.
A few things over the top, and a few interesting ideas. Ideas I approve:
- Balanced warrior gives spell power
- Explosive charge being an AoE taunt
- Power of the light - numbers might need tweaking but it is a nice concept
- Healing ritual - even tho nobody will use it anyway...
- Rite of passage - And a healing ultimate would actually be better than BoL. Finally.
Ideas I disapprove:
- Radial sweep - at least not with those numbers, but it definitely needs something to make it an actual option when compared to dawnbreaker
- Piercing Javelin - Why both morphs with a bleeding effect and major brutality? Right now, the magicka morph is underperforming, have terribad damage and a meh CC. It would make sense if it gave Major penetration, even if just for a few seconds, or even Minor Maim.
- Rune Focus - because this would basically be Talons Mark II
- Speed of light - BECAUSE STAY IN YOUR HOUSE, DIS AIN'T A MOBILE HOME
Others: Don't know / can't say
All these totally unconstructive and biased answers have been offered to you by @ImaNotATemplar™
dodgehopper_ESO wrote: »I like a lot of the concepts you filled out. They aren't all the way I would have gone with it, but they're all pretty cool. I still think Eclipse deserves better. I think jabs could be better conceived as well, given the way it roots and its awful targeting. Often the only time I use jabs is to get access to my spear passives, but usually I'd rather be using a weapon skill. A more magic-focused character has better reason to use the skill however.
leepalmer95 wrote: »I like the general idea's though a few may need adjusting, your radical sweep would be better than the dk's passive
How about for radical, on use gain 15% of resources and additional 4% per enemy hit. So hitting 3 people would give 15 + 4 + 4 so 23%.
Been nice for rune focus to be a root, is doesn't go away if used and anyone who walks into it will be rooted.
TheM0rganism wrote: »
TheM0rganism wrote: »
Sorry, I'm on feedback exhaustion.
Small feedback for you.
Radial 9% to 54% max is too high. 5%/25% tops. Maybe even less.
Rune Focus blocking people can't be a thing. People would never be able to get into a keep, or past a doorway. Way too OP.
Other stuff seems alright, if a little too focused on regeneration for other allies. Other classes have so much regeneration already that they mostly don't need any extra, or having a Templar around will let them focus even more into damage. Not sure I like that.
TheM0rganism wrote: »leepalmer95 wrote: »I like the general idea's though a few may need adjusting, your radical sweep would be better than the dk's passive
How about for radical, on use gain 15% of resources and additional 4% per enemy hit. So hitting 3 people would give 15 + 4 + 4 so 23%.
Been nice for rune focus to be a root, is doesn't go away if used and anyone who walks into it will be rooted.
I don't feel like the resources are too high considering it's bottom-of-the-barrel damage. It's meant to keep the fight going, not end it
Also, I need to edit my Rune Focus description to reduce it's duration to 4 seconds. Since we get the buffs and it's morphs on the fly now, there's no reason to leave it on the ground for as long.
Regarding the first part...huh?If support is the intent then why not focus on class lines that can smart-target buff players? or provide an aoe based debuff instead of targeted debuffs? For that matter why not go a step further and visualize the ability to give your own stats to other players in a channel of sorts.
If radial gave as much resources as you're looking for that means the fight would essentially have to be over in 30 seconds or less because if not the temp would have filled his ult slot again, and let's not get into gear that lowers the cost of an ultimate. It's just too high.
I can see rune focus being useful from a pve perspective, perhaps blocks npc and slows players for X seconds with irresistible debuff?
leepalmer95 wrote: »TheM0rganism wrote: »leepalmer95 wrote: »I like the general idea's though a few may need adjusting, your radical sweep would be better than the dk's passive
How about for radical, on use gain 15% of resources and additional 4% per enemy hit. So hitting 3 people would give 15 + 4 + 4 so 23%.
Been nice for rune focus to be a root, is doesn't go away if used and anyone who walks into it will be rooted.
I don't feel like the resources are too high considering it's bottom-of-the-barrel damage. It's meant to keep the fight going, not end it
Also, I need to edit my Rune Focus description to reduce it's duration to 4 seconds. Since we get the buffs and it's morphs on the fly now, there's no reason to leave it on the ground for as long.
Don't forget next patch radical is getting changed so it does an extra 66% initial hit dmg. If your get high enough dmg it'll do nice dmg with a good dot.
dylanjaygrobbelaarb16_ESO wrote: »some great ideas but all together that would be op for sure.leepalmer95 wrote: »TheM0rganism wrote: »leepalmer95 wrote: »I like the general idea's though a few may need adjusting, your radical sweep would be better than the dk's passive
How about for radical, on use gain 15% of resources and additional 4% per enemy hit. So hitting 3 people would give 15 + 4 + 4 so 23%.
Been nice for rune focus to be a root, is doesn't go away if used and anyone who walks into it will be rooted.
I don't feel like the resources are too high considering it's bottom-of-the-barrel damage. It's meant to keep the fight going, not end it
Also, I need to edit my Rune Focus description to reduce it's duration to 4 seconds. Since we get the buffs and it's morphs on the fly now, there's no reason to leave it on the ground for as long.
Don't forget next patch radical is getting changed so it does an extra 66% initial hit dmg. If your get high enough dmg it'll do nice dmg with a good dot.
even when doubling the damage on cresent sweep its still lackluster, dawnbreaker is only 25 more and it hits way harder still.
the skill needs a cc component, especially seeing that we have crap cc. give it an aoe CC and now we are talking. that amount of resources back is way over the top op, but id love it if i had it lol
TheM0rganism wrote: »Radiant Aura (Morph of Restoring Aura)
On cast, all alies within the radius of the aura will return 2% health and 1% magika & stamina for every damaging move for 10 seconds. Does not apply to DoTs. This effect is DOUBLED for the caster.
TheM0rganism wrote: »Radiant Aura (Morph of Restoring Aura)
On cast, all alies within the radius of the aura will return 2% health and 1% magika & stamina for every damaging move for 10 seconds. Does not apply to DoTs. This effect is DOUBLED for the caster.
Puncturing Strikes and Radiant Destruction are considered DoTs. I think Backlash and TD are considered DoTs as well. over half our damage skills would be excused.
Maybe initiation of spell would be less limiting.
TheM0rganism wrote: »TheM0rganism wrote: »Radiant Aura (Morph of Restoring Aura)
On cast, all alies within the radius of the aura will return 2% health and 1% magika & stamina for every damaging move for 10 seconds. Does not apply to DoTs. This effect is DOUBLED for the caster.
Puncturing Strikes and Radiant Destruction are considered DoTs. I think Backlash and TD are considered DoTs as well. over half our damage skills would be excused.
Maybe initiation of spell would be less limiting.
LA/HA weaving, Sun Shield pops, Shards initial hit, Solar Flare, Sun Fire initial hit, Javelin, Focused Charge; not to mention most weapon skills.
As much as I would love to see Templars reach OP status, spamming jabs annoys me as much as anything. This was pretty much designed to flesh out a rotation, something that Templars, especially Stamplars, lack.
But you've still got a point...perhaps like the Engine Guardian proc; "10% on ability cast". But I would rather have a smaller % on a consistent basis for a regen mechanic.
I'd like to see Radiant Ward absorb damage and turn it into resources instead of damaging on activation. That way tanks don't have to be super offensive to regen with your proposed change to Aura (which is similar to a suggestion I made and a passive the Templar used to have.)
TheM0rganism wrote: »TheM0rganism wrote: »Radiant Aura (Morph of Restoring Aura)
On cast, all alies within the radius of the aura will return 2% health and 1% magika & stamina for every damaging move for 10 seconds. Does not apply to DoTs. This effect is DOUBLED for the caster.
Puncturing Strikes and Radiant Destruction are considered DoTs. I think Backlash and TD are considered DoTs as well. over half our damage skills would be excused.
Maybe initiation of spell would be less limiting.
LA/HA weaving, Sun Shield pops, Shards initial hit, Solar Flare, Sun Fire initial hit, Javelin, Focused Charge; not to mention most weapon skills.
As much as I would love to see Templars reach OP status, spamming jabs annoys me as much as anything. This was pretty much designed to flesh out a rotation, something that Templars, especially Stamplars, lack.
But you've still got a point...perhaps like the Engine Guardian proc; "10% on ability cast". But I would rather have a smaller % on a consistent basis for a regen mechanic.
I'd like to see Radiant Ward absorb damage and turn it into resources instead of damaging on activation. That way tanks don't have to be super offensive to regen with your proposed change to Aura (which is similar to a suggestion I made and a passive the Templar used to have.)
TheM0rganism wrote: »
1) F-ing brilliant
2) Which passive did the templar used to have that was like that?
TheM0rganism wrote: »
1) F-ing brilliant
2) Which passive did the templar used to have that was like that?
Restoring spirit used to grant resources back on skill activation. It was changed to 2/4 % cost discount instead.
I recently rolled a magicka templar, and after about a week on it, I think the templar QQ crowd does too much. There are/were some very valid grievances, like the toppling bug. But reading some of the commentary by templars, you'd think the class is just so under par and dysfunctional. And that's really not the case at all. So far, the class looks very strong in this patch all around with mobility being the only major concern I feel so far (and that only applies to magicka). Built right, templars can have incredible damage, sustain, and survivability...just like every class in the game.
Pretty much every single suggestion you have here is over the top. Your idea about sweep in particular lets me know you don't really have a clue about balance. The templars like you really just need to L2P and drop this victim card. If you spent more time working on your build and less time pandering for sympathy and attention, I promise you'll see soon enough how strong this class is/can be right now.
@AfkNinja Yea, I never claimed to be qualified to review the entire classes issues. Just that after only a week playing the class, I can see through the QQ crowd's BS. The class may not be perfect, but posts like this one operate on the premise that it is fundamentally gimped and in need of a complete rehaul with massive buffs across the board to be viable and competitive. And if you believe that premise to be true, then the issue is completely L2P. You act like the dark flare buff was the only thing you got and templars were completely ignored this patch. If that's your honest assessment as a veteran templar, that's just sad that you understand your own class so little. It should be expected that you're upset? Maybe there's a correlation between the type of people who main templar and the type of people who are easily upset. And I say that with no disrespect to the templars who play the class exceptionally well. I have much respect for them- because they never cry about it! They just know how to play their class, they stuck by it through all the flaws, and now they will really enjoy the class when it's good. The type to constantly QQ will always blame their shortcomings on perceived flaws of the class, game, this skill, that skillx,y,z.
Yea, I never claimed to be qualified to review the entire classes issues. Just that after only a week playing the class, I can see through the QQ crowd's BS. The class may not be perfect, but posts like this one operate on the premise that it is fundamentally gimped and in need of a complete rehaul with massive buffs across the board to be viable and competitive. And if you believe that premise to be true, then the issue is completely L2P. You act like the dark flare buff was the only thing you got and templars were completely ignored this patch. If that's your honest assessment as a veteran templar, that's just sad that you understand your own class so little. It should be expected that you're upset? Maybe there's a correlation between the type of people who main templar and the type of people who are easily upset. And I say that with no disrespect to the templars who play the class exceptionally well. I have much respect for them- because they never cry about it! They just know how to play their class, they stuck by it through all the flaws, and now they will really enjoy the class when it's good. The type to constantly QQ will always blame their shortcomings on perceived flaws of the class.