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Official Feedback Thread for Templars

  • Mojmir
    Mojmir
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    NBrookus wrote: »
    DDuke wrote: »
    Yes, it is... and other charges too (except Ambush).

    Not really a big fan of the change - the only positive is that you kind of float over sorc mines now without triggering them.

    Well crud. Another sorc nerf. Just templar charges, or all gap closers?

    crit rush,invasion seem slower on PTS
  • Radburn
    Radburn
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    The charge does appear to be slower. If it works flawlessly and every charge is given the same treatment I am fine with the change. I believe more time to react and block gap closers would improve pvp overall. As for Ambush it is unique being a teleport and it wouldn't be possible to slow down; reducing it's range a few meters would compensate and be more in line with the lethal at close range play style of a NB.
  • staracino_ESO
    staracino_ESO
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    Radburn wrote: »
    ... As for Ambush it is unique being a teleport and it wouldn't be possible to slow down; reducing it's range a few meters would compensate and be more in line with the lethal at close range play style of a NB.
    o.o
    Radburn has alerted the horde.

    I do think that would be fair, though. But all of the charges we need to be slower + 100% reliable, as you say.
  • NBrookus
    NBrookus
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    Mojmir wrote: »
    NBrookus wrote: »
    DDuke wrote: »
    Yes, it is... and other charges too (except Ambush).

    Not really a big fan of the change - the only positive is that you kind of float over sorc mines now without triggering them.

    Well crud. Another sorc nerf. Just templar charges, or all gap closers?

    crit rush,invasion seem slower on PTS
    Mojmir wrote: »
    NBrookus wrote: »
    DDuke wrote: »
    Yes, it is... and other charges too (except Ambush).

    Not really a big fan of the change - the only positive is that you kind of float over sorc mines now without triggering them.

    Well crud. Another sorc nerf. Just templar charges, or all gap closers?

    crit rush,invasion seem slower on PTS

    I was wondering if those gap closers also do not activate mines anymore.
  • Ajaxduo
    Ajaxduo
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    Not sure if someone has posted about this already but it would seem that the burning light passive is bugged. Burning Light procs are hitting for far less than on live.

    On Live:
    Screenshot_20160512_035834.png

    On PTS:
    Screenshot_20160512_035342.png
    - - -
    GM of Verum Aeternus, PC EU
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  • Nifty2g
    Nifty2g
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    Ajaxduo wrote: »
    Not sure if someone has posted about this already but it would seem that the burning light passive is bugged. Burning Light procs are hitting for far less than on live.

    On Live:
    Screenshot_20160512_035834.png

    On PTS:
    Screenshot_20160512_035342.png
    Don't trust tooltips as far as i know they are currently bugged
    what are your in combat numbers? compare live to pts
    #MOREORBS
  • Ajaxduo
    Ajaxduo
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    Nifty2g wrote: »
    Ajaxduo wrote: »
    Not sure if someone has posted about this already but it would seem that the burning light passive is bugged. Burning Light procs are hitting for far less than on live.

    On Live:
    Screenshot_20160512_035834.png

    On PTS:
    Screenshot_20160512_035342.png
    Don't trust tooltips as far as i know they are currently bugged
    what are your in combat numbers? compare live to pts

    I tested it on combat and the numbers are odd...sometimes I hit for 4-5k and sometimes I hit really low for 1.6-1.9k, neither being crits.

    Edit: This is what I'm talking about.

    Screenshot_20160512_042911.png
    Edited by Ajaxduo on May 12, 2016 3:32AM
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    GM of Verum Aeternus, PC EU
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  • Nifty2g
    Nifty2g
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    Ajaxduo wrote: »
    Nifty2g wrote: »
    Ajaxduo wrote: »
    Not sure if someone has posted about this already but it would seem that the burning light passive is bugged. Burning Light procs are hitting for far less than on live.

    On Live:
    Screenshot_20160512_035834.png

    On PTS:
    Screenshot_20160512_035342.png
    Don't trust tooltips as far as i know they are currently bugged
    what are your in combat numbers? compare live to pts

    I tested it on combat and the numbers are odd...sometimes I hit for 4-5k and sometimes I hit really low for 1.6-1.9k, neither being crits.

    Edit: This is what I'm talking about.

    Screenshot_20160512_042911.png
    someone else posted that bug
    you hit twice in a second
    burnlight is procing both sources of damage atm phys and magic
    #MOREORBS
  • Sugaroverdose
    Sugaroverdose
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    Then let them do it no need to have unnecessary complaints about things you can easily outplay, some people enjoy playing the full healer saving the pvp raid with Rite of passage spamming and some people enjoy sitting in the back of a GROUP OF PEOPLE executing. Im defending there right to play that way and I like to run into different types of players not the same ones over and over again..

    Also sugar I believe our builds are very similiar, I also run a heavy magTemp and I don't use RD, I also only us Rite when I'm in a group which isn't frequent.
    I don't think that execute spam is a way to play, also if they would risk like nightblades who jump with ambush and spam killers blade maybe i would say that there's nothing bad in it. And removing multi regen from rite of passage isn't removes it as option to use, but it at least requires to collect ulti by yourself between activations.

    I use RD but as execute or provocation for roll-dodgers to attack and sometimes use it to turn around while permarooted but i would like blinding flashes instead.
    Edited by Sugaroverdose on May 12, 2016 4:29AM
  • Ajaxduo
    Ajaxduo
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    Nifty2g wrote: »
    Ajaxduo wrote: »
    Nifty2g wrote: »
    Ajaxduo wrote: »
    Not sure if someone has posted about this already but it would seem that the burning light passive is bugged. Burning Light procs are hitting for far less than on live.

    On Live:
    Screenshot_20160512_035834.png

    On PTS:
    Screenshot_20160512_035342.png
    Don't trust tooltips as far as i know they are currently bugged
    what are your in combat numbers? compare live to pts

    I tested it on combat and the numbers are odd...sometimes I hit for 4-5k and sometimes I hit really low for 1.6-1.9k, neither being crits.

    Edit: This is what I'm talking about.

    Screenshot_20160512_042911.png
    someone else posted that bug
    you hit twice in a second
    burnlight is procing both sources of damage atm phys and magic

    Ah okay, thanks for clearing that up :D
    - - -
    GM of Verum Aeternus, PC EU
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  • NoFlash
    NoFlash
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    I would love to see Stamplars get a buff via Stamina Jesus Beam and Physical Class Ultimate.
    Daggerfall Covenant

    The Ninja Squirrels
  • Cinbri
    Cinbri
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    Interesting ideas here, and I love the idea you have that adds evasion to the passive. Its a fun concept that in some ways brings back the spirit of blinding flashes without the problems ZoS had with blinding effects.
    The problem right now is that there is no reason why enemies should come inside templar house, templar don't have Scales to force people come melee, so evasion buff inside own house at least encourage templars to stay in, it would be like revamped version of Blinding Flashes without such problems as: AoE hard CC that many people tired off, requirement to change active skills without breaking balance, bad visualisation that Blinding Flashes have before.
    Cinbri wrote: »
    I will dissapoint you @GoodOlPinkly,anyone who using Rite of Passage for healing - bad healer. That is fact.
    I am okay with leaving one morph as is for those players that like the skill, but they could do something better with the remaining morph.
    I OK with it too since it would create diversity of morphs: like HtD/BoL, Solar Barrage/Dark Flare. One morph could remain as it is now and another could be revamped into ground "home" based version that won't heal groups that strong/heal only caster. Or there is another suggestion: since Restoring Light is offense too - keep it as channel, but allow it to apply strong heal on caster only while those healing orbs transforming into searing orbs that will deal damage to nearby enemies, rename it as Searing Light. Or just make one of morph as strong self-HoT that proc small AoE heal every time when damaged(like Almalexia Mercy set) with visual showed below. Just anything that not making you stay there doing nothing and hoping that you won't die second when ult channel will end. C'mon revamped Negate is super strong now, even npc's Negates are so OP now.
    Same morphs diversity can be applied to Healing Ritual too:
    1. For those who love this skill as it is - Lingering Ritual can work just like now, it also fits its name.
    2. Or revamp morph into Ritual of Vengeance: same as Rebirth, to make it viable for small-scale/solo: make it as unique class self-HoT to fit theme of healing templar tree, so templar won't require resto-staff for self-HoT:: "apply 15 sec HoT on yourself, grant Minor Force buff, ally can activate Salvation synnergy that will grant small HoT." Visually it doesnt even need to change from twilight proc:
    Visually HoT could take same animation as twilight remedy set of glowing heart and Minor Force purple hands:
    twil.jpg
    3. Ritual of Rebirth: "apply 15 sec HoT on yourself, grant Minor Mending buff, ally can activate Salvation synnergy that will grant small HoT."
    But instead of purple glow of Minor Force, it grant yellow glowing hands of Minor Mending just like old one from sorcs Ward that not using anymore:
    sorc_buff.jpg
    Just like Cleansing Ritual became offense-defense morphs, same could be done with Healing Ritual, visually it will be easily to determine which morph used by glowing hands: "defensive" yellow glowing or "offensive" purple glowing.
    It will fit templars as "sun warriors" perfectly, and i believe with such change many people will start use it.
    @Wrobel changes of Sacred Ground and Ritual of Retribution showed that you guyz can do such things like that if you want, just don't stop on half-way.
    Edited by Cinbri on May 12, 2016 1:52PM
  • Cinbri
    Cinbri
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    Regarding Burning Light - it is bugged now but it would be really cool if this bug was like working as intended, so its encouraging currently weak hybrid builds that could have possibility to increase its proc damage by increasing split of both stamina/magicka pools and spell/weapon damage and using of Pelinal set. Right now if you magicka build - magicka proc will deal high damage, while physical proc will deal very low damage so even bugged it is not that strong.
    So, how about from bug just make it as buff of hybrids? It is like removing 0.5 sec ICD but with diminishing returns :)
    Edited by Cinbri on May 12, 2016 9:09AM
  • Soris
    Soris
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    Can templars pick up their own spears at least? Please.
    Welkynd [Templar/AD/EU]
  • Soris
    Soris
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    This comment makes more sense in this topic. Copying from elsewhere.
    Soris wrote: »
    ...now if you could look at the templar house and compare it with say magi sorc house for example and with all the mines, atros and a powerful shield, you might as well see that the templar house is no where near frightening for his foes, nor it's enough to be a strong bunker as it used to be before with the blazing shield and blinding flashes. Not that im saying you give these skills back, though it would be great if you could do it, but at least give its old glory back with some other way.

    Before you say, I know health stacked blazing build can be quite powerful with high CPs but it's just because of nature of stacking. Unlike other whatever stacked builds, this build have nothing other than shield spam and it can gets boring quite fast. I'd like to use it on a more "normal" build for protection and dmg bump like before 1.7. *looking at battle spirit* /sigh.
    Edited by Soris on May 12, 2016 9:57AM
    Welkynd [Templar/AD/EU]
  • Cinbri
    Cinbri
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    Soris wrote: »
    Can templars pick up their own spears at least? Please.

    This would be one of the best thing that could be done toward templars. In 1st april jokes ZOS wote about such joke like "Synergy Synergy system". Why can't we make Shards to unique synergy that can be picked by own caster. Maybe even revamp one passive for allow to do this.
    @Wrobel pretty please.
  • NBrookus
    NBrookus
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    Soris wrote: »
    This comment makes more sense in this topic. Copying from elsewhere.
    Soris wrote: »
    ...now if you could look at the templar house and compare it with say magi sorc house for example and with all the mines, atros and a powerful shield, you might as well see that the templar house is no where near frightening for his foes, nor it's enough to be a strong bunker as it used to be before with the blazing shield and blinding flashes. Not that im saying you give these skills back, though it would be great if you could do it, but at least give its old glory back with some other way.

    Before you say, I know health stacked blazing build can be quite powerful with high CPs but it's just because of nature of stacking. Unlike other whatever stacked builds, this build have nothing other than shield spam and it can gets boring quite fast. I'd like to use it on a more "normal" build for protection and dmg bump like before 1.7. *looking at battle spirit* /sigh.

    Sorc mines are getting nerfed with the changes to gap closers - gap closing will no longer trigger mines. Or at least Toppling Charge won't... I haven't been able to get a buddy to test them or get confirmation on the others yet. Since the changes they made seem the same to all 3, I'm guessing they will bypass mines as well.
  • Pomaikai
    Pomaikai
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    Zheg wrote: »
    itscompton wrote: »
    nagarjunna wrote: »
    Casting time for abilities
    So much this. Also, even though there's no official cast time on shards, because it's ground based it is affected by lag so much that it more or less has a cast time, if the skill actually lands at all. Same with nova. Templar skills are incredibly difficult to activate in lag, and we all know it's not like lag is a rare thing in cyrodiil...

    It's so bad, that there are times where I cast a spell in a fight that is so heavily lagged in Cyrodiil that I'll die in the fight, and after I respawn at a keep my last spell finally goes off. That is usually an instant cast BoL that quite obviously didn't instantly cast in the battle, which resulted in my death.

    Spell lag for Templars is real.
  • Joy_Division
    Joy_Division
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    I was told the Biting Jabs morph is getting dodged. Is this correct?
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • MichYodias
    MichYodias
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    I'd like templar to have access to major sorcery other than slotting entropy. Sorcs = surge, DK= igneous, NB= sap essence. I wouldn't even mind if it was like NB where to get the buff you have hit the enemy in melee range. Dawn's Wrath skills provide a minor sorcery buff which is cool I just would like at least another option other than pots or entropy for the buff.
    Haxus
    FiF
    IR
    Nexus

    Minch Yoda V16 DK EP
    YODA-ONE v16 Sorc EP
    Yoda-San v16 NB EP
    Yodias V16 Temp healbot EP
    Human Centipad V16 Stamplar EP
    Yodai V16 AD Sorc
    Woodland Critters v4 DC stamblade
  • MichYodias
    MichYodias
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    I'd like templar to have access to major sorcery other than slotting entropy. Sorcs = surge, DK= igneous, NB= sap essence. I wouldn't even mind if it was like NB where to get the buff you have hit the enemy in melee range. Dawn's Wrath skills provide a minor sorcery buff which is cool I just would like at least another option other than pots or entropy for the buff.
    Haxus
    FiF
    IR
    Nexus

    Minch Yoda V16 DK EP
    YODA-ONE v16 Sorc EP
    Yoda-San v16 NB EP
    Yodias V16 Temp healbot EP
    Human Centipad V16 Stamplar EP
    Yodai V16 AD Sorc
    Woodland Critters v4 DC stamblade
  • danno8
    danno8
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    Cinbri wrote: »
    The problem right now is that there is no reason why enemies should come inside templar house, templar don't have Scales to force people come melee, so evasion buff inside own house at least encourage templars to stay in, it would be like revamped version of Blinding Flashes without such problems as: AoE hard CC that many people tired off, requirement to change active skills without breaking balance, bad visualisation that Blinding Flashes have before.

    You have to give them a reason.

    What I like to do is use RD at 100% health. It drives people crazy even though the damage is ****. Watch the enemy turn towards you and charge into your house with intense rage. :D
  • Zheg
    Zheg
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    danno8 wrote: »
    Cinbri wrote: »
    The problem right now is that there is no reason why enemies should come inside templar house, templar don't have Scales to force people come melee, so evasion buff inside own house at least encourage templars to stay in, it would be like revamped version of Blinding Flashes without such problems as: AoE hard CC that many people tired off, requirement to change active skills without breaking balance, bad visualisation that Blinding Flashes have before.

    You have to give them a reason.

    What I like to do is use RD at 100% health. It drives people crazy even though the damage is ****. Watch the enemy turn towards you and charge into your house with intense rage. :D

    Confirmed, pvp taunt. Templar tanks rejoice.

    Wtb all of the changes we covered in the 80 page thread of Templar rage from last patch.
  • staracino_ESO
    staracino_ESO
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    danno8 wrote: »
    What I like to do is use RD at 100% health. It drives people crazy even though the damage is ****. Watch the enemy turn towards you and charge into your house with intense rage. :D

    Unfortunately this tactic has all of the other classes thinking that it does OP damage even above 50% health; and now they are calling (once again) for it to be nerfed so they don't have to be bothered by it.
  • Khaos_Bane
    Khaos_Bane
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    Nifty2g wrote: »
    Ajaxduo wrote: »
    Nifty2g wrote: »
    Ajaxduo wrote: »
    Not sure if someone has posted about this already but it would seem that the burning light passive is bugged. Burning Light procs are hitting for far less than on live.

    On Live:
    Screenshot_20160512_035834.png

    On PTS:
    Screenshot_20160512_035342.png
    Don't trust tooltips as far as i know they are currently bugged
    what are your in combat numbers? compare live to pts

    I tested it on combat and the numbers are odd...sometimes I hit for 4-5k and sometimes I hit really low for 1.6-1.9k, neither being crits.

    Edit: This is what I'm talking about.

    Screenshot_20160512_042911.png
    someone else posted that bug
    you hit twice in a second
    burnlight is procing both sources of damage atm phys and magic

    Nice catch, that makes sense.
  • Soris
    Soris
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    danno8 wrote: »
    Cinbri wrote: »
    The problem right now is that there is no reason why enemies should come inside templar house, templar don't have Scales to force people come melee, so evasion buff inside own house at least encourage templars to stay in, it would be like revamped version of Blinding Flashes without such problems as: AoE hard CC that many people tired off, requirement to change active skills without breaking balance, bad visualisation that Blinding Flashes have before.

    You have to give them a reason.

    What I like to do is use RD at 100% health. It drives people crazy even though the damage is ****. Watch the enemy turn towards you and charge into your house with intense rage. :D

    Lol this is so true, good catch man. And im in the bus now and literally laugh out loud haha.
    Welkynd [Templar/AD/EU]
  • danno8
    danno8
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    danno8 wrote: »
    What I like to do is use RD at 100% health. It drives people crazy even though the damage is ****. Watch the enemy turn towards you and charge into your house with intense rage. :D

    Unfortunately this tactic has all of the other classes thinking that it does OP damage even above 50% health; and now they are calling (once again) for it to be nerfed so they don't have to be bothered by it.

    Fortunately ZoS seems to have a handle on the RD situation.

    Part of me wonders if people would care as much about RD hitting them at 100% health if it weren't the brightest, most flashy skill in the game.
  • Zheg
    Zheg
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    danno8 wrote: »
    danno8 wrote: »
    What I like to do is use RD at 100% health. It drives people crazy even though the damage is ****. Watch the enemy turn towards you and charge into your house with intense rage. :D

    Unfortunately this tactic has all of the other classes thinking that it does OP damage even above 50% health; and now they are calling (once again) for it to be nerfed so they don't have to be bothered by it.

    Fortunately ZoS seems to have a handle on the RD situation.

    Part of me wonders if people would care as much about RD hitting them at 100% health if it weren't the brightest, most flashy skill in the game.

    I wonder if 75% of them would stop complaining if we had accurate death recaps of the damage you took as you died and over what time.
  • Soris
    Soris
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    I dont remember anyone had ever complained about blinding flashes. End this nonsense zeni, gib us our old skill and make everyone happy heh.
    Welkynd [Templar/AD/EU]
  • Solariken
    Solariken
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    I was told the Biting Jabs morph is getting dodged. Is this correct?

    Yes, @Joy_Division Biting Jabs is dodgeable on live and has been for a while - I have no idea when or why this was changed. PSweep is still undodgeable correct? @ZOS_KNowak can you guys look into this?
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