RedFireDisco wrote: »I've fought a few malucancercheese build, they can't do any damage. It's not an issue for me. Make yourself tanky and come at me with your 1500 weapon/spell damage lol.
You mean they use now another bugged set and thats why they are good...RedFireDisco wrote: »I've fought a few malucancercheese build, they can't do any damage. It's not an issue for me. Make yourself tanky and come at me with your 1500 weapon/spell damage lol.
They are now using Storm Knight set on top of Malubeth and Reactive Armor which gives them crazy damage inspite of low spell damage.
MalakithAlamahdi wrote: »Yea, less make the last decent magicka class garbage as well.
For real though, the majority doesn't wear this junk and with these nerfs the Templar will be terrible to play. Ritual is one of the things that sets a Templar apart from other classes, with this nerf you'll just get permanently snared it get all your resources drawing before the fight even begins with these increase cost poisons.
Unpurgable would also be pure cancer, you would counter a whole class with just that, no thanks.
Increase block cost is also a stupid idea, magicka Templars have about 10-12k stamina at most. Not only do you also need to use that to dodge roll and break free, you stamina doesn't regen either when you block. I doubt most even have above 600 stamina regen. If the perma blockers anoy you then just walk away from them, it's not like they can kill any decent player.
Guard should turn of your stamina? The skill is already useless for most because you need to slot it on two bars. The only build that could use it perhaps sometimes are pure tanks and they need the regen.
Malubeth is also pure cancer, but all you need to do is put defile on them or use ranged attacks. Nerfing a whole class Into oblivion because of a certain set up is nonsense.
So no, I don't like cancer builds either but I have to disagree with all suggestions.
So, everyone seems to be running Malubeth/Reactive magicka templars. How do we balance them so they can't stand in the middle of 20 people and not die?
- Option 1: Extended Ritual/Ritual of Retribution needs to not purify alchemical poisons, with Purge/Efficient Purge being the only purify for poisons.
- Option 2: Add another special reagent spot that adds the effect "Unpurgable" while reducing the time of a poison slightly. (Poisons affect every class except Templars)
- A craft-able poison that increases the cost of blocking by 60% for 6sec at least. (This only affects block builds, skilled players/dps builds won't care but it gives an option against those who just stand there.)
- Guard and its morphs should turn off your stamina recovery while activated. (PVE would be unaffected due to DK tanks using Battle Rush/Pots for sustain, which is also the original effect from the pts when Guard was changed.)
- Malubeth should grant Major Mending, not just a 30% healing buff. It would be useful on classes that don't get Major Mending without making the classes that do have it immortal.
I feel like if these changes were added the 24 man with 16 Heal Tanks wouldn't be so viable, as well as bringing back some small scale pvp as well as keeping pve untouched.
Any thoughts?
Ron_Burgundy_79 wrote: »
Dear Non-templars,
How about we quit asking for templar nerfs, and instead ask for the broken sets (Malubeth/reactive) to be fixed.
Sincerely,
A templar that doesnt use broken sets or 5 pc heavy armor
P.S. Poisons are already OP, so sure, let's add one that can't be countered in any way. That's logical.
Ron_Burgundy_79 wrote: »
Dear Non-templars,
How about we quit asking for templar nerfs, and instead ask for the broken sets (Malubeth/reactive) to be fixed.
Sincerely,
A templar that doesnt use broken sets or 5 pc heavy armor
P.S. Poisons are already OP, so sure, let's add one that can't be countered in any way. That's logical.
I play Mag Templar, and fight Mag Templar. Templar has too much compared to other classes.
Poisons affect EVERY OTHER CLASS besides Templar.
Their major mending is a 5 negative purify, with a snare over a huge area.
When people cried about Mag Sorc they added Shield Breaker, Shattering Blows, and reduced the time to 6 seconds. I say a few possible suggestions to bring Mag Templar back into the realm of mortals and everyone acts like the world would end.
1v1 isn't the problem, its small and large scale where you can't finish fights because block casting BoL keeps everyone alive forever. Running a poison for block increase makes Left Trigger builds a fight you can win while you're being attacked from all sides. Not to mention it wouldn't affect players that can fight without just blocking forever.
You're another person who's argument for class balance is, "Don't nerf my build!"
Ron_Burgundy_79 wrote: »
Dear Non-templars,
How about we quit asking for templar nerfs, and instead ask for the broken sets (Malubeth/reactive) to be fixed.
Sincerely,
A templar that doesnt use broken sets or 5 pc heavy armor
P.S. Poisons are already OP, so sure, let's add one that can't be countered in any way. That's logical.
I play Mag Templar, and fight Mag Templar. Templar has too much compared to other classes.
Poisons affect EVERY OTHER CLASS besides Templar.
Their major mending is a 5 negative purify, with a snare over a huge area.
When people cried about Mag Sorc they added Shield Breaker, Shattering Blows, and reduced the time to 6 seconds. I say a few possible suggestions to bring Mag Templar back into the realm of mortals and everyone acts like the world would end.
1v1 isn't the problem, its small and large scale where you can't finish fights because block casting BoL keeps everyone alive forever. Running a poison for block increase makes Left Trigger builds a fight you can win while you're being attacked from all sides. Not to mention it wouldn't affect players that can fight without just blocking forever.
You're another person who's argument for class balance is, "Don't nerf my build!"
I am a templar and I don't wear these sets because I like to actually kill peopleMy friend and I came across one of these Maulbeth/Reactive templars yesterday in Imperial City. We couldn't touch him, but he literally did no damage to us either, so in the end, I gave him a boo and moved on. The best part about this is that I received probably a world record for horrible whispers from grumpy reds that day, and yet I was playing fairly with just 2 other people, and they had an unkillable healer following them around
I wish that these item sets could just be deleted from the game because the idiots running around wearing them are giving templars a bad name... Nerfing an entire class because of armour sets is ridiculous.
dodgehopper_ESO wrote: »Ron_Burgundy_79 wrote: »
Dear Non-templars,
How about we quit asking for templar nerfs, and instead ask for the broken sets (Malubeth/reactive) to be fixed.
Sincerely,
A templar that doesnt use broken sets or 5 pc heavy armor
P.S. Poisons are already OP, so sure, let's add one that can't be countered in any way. That's logical.
I play Mag Templar, and fight Mag Templar. Templar has too much compared to other classes.
Poisons affect EVERY OTHER CLASS besides Templar.
Their major mending is a 5 negative purify, with a snare over a huge area.
When people cried about Mag Sorc they added Shield Breaker, Shattering Blows, and reduced the time to 6 seconds. I say a few possible suggestions to bring Mag Templar back into the realm of mortals and everyone acts like the world would end.
1v1 isn't the problem, its small and large scale where you can't finish fights because block casting BoL keeps everyone alive forever. Running a poison for block increase makes Left Trigger builds a fight you can win while you're being attacked from all sides. Not to mention it wouldn't affect players that can fight without just blocking forever.
You're another person who's argument for class balance is, "Don't nerf my build!"
Give Templars real and serious CC then. There are tradeoffs that no one cares to bring up or consider. Templar is not the demigod that everyone who doesn't play Templar makes it out to be. In all honesty I find Nightblade far more powerful than a Templar, and equally capable of doing just about anything a Templar does (except self cleanse, but a Nightblade can still Efficient Cleanse). People hem and haw about Templar's cleanse, not taking into factor the rest of the class, or the fact that a huge portion of the passives are worthless, or that many of the skills remain broken or garbage. I'm not complaining about Nightblade (actually I think its the example all classes should be held to) but I can't think of a single skill that is bad in the Nightblade lineup. You actually have to make a choice with this class and I like that. If you're so concerned about Tanks in Cyrodiil, for f's sake make one. Its not hard to do - and it can be done with at least 3 of the 4 classes, and I'm pretty sure it can be done with all 4.
MalakithAlamahdi wrote: »Yea, less make the last decent magicka class garbage as well.
For real though, the majority doesn't wear this junk and with these nerfs the Templar will be terrible to play. Ritual is one of the things that sets a Templar apart from other classes, with this nerf you'll just get permanently snared it get all your resources drawing before the fight even begins with these increase cost poisons.
Unpurgable would also be pure cancer, you would counter a whole class with just that, no thanks.
Increase block cost is also a stupid idea, magicka Templars have about 10-12k stamina at most. Not only do you also need to use that to dodge roll and break free, you stamina doesn't regen either when you block. I doubt most even have above 600 stamina regen. If the perma blockers anoy you then just walk away from them, it's not like they can kill any decent player.
Guard should turn of your stamina? The skill is already useless for most because you need to slot it on two bars. The only build that could use it perhaps sometimes are pure tanks and they need the regen.
Malubeth is also pure cancer, but all you need to do is put defile on them or use ranged attacks. Nerfing a whole class Into oblivion because of a certain set up is nonsense.
So no, I don't like cancer builds either but I have to disagree with all suggestions.
1st thing, poisons affect every class in the game besides templars, so making it possible for poisons to work against them doesn't seem that bad to me. Unpurgable wouldn't do anything to the purify itself. You can still remove DoT's and snares, just not the poisons. Also by making Purge the only way to remove poisons, it would just mean you got your Major Mending from Channeled Focus instead of both the rune and Ritual. Meaning you would have to decide to run a guaranteed purify, or a Snare, Heal Buff, HoT, and Synergy Heal. (That's all from one skill btw.)
2nd thing, block cost increase poisons would only affect block cast BoL on non-tank Templars (The meta being, "I'll keep myself alive until my friends get here.") You could still survive by using Mist Form with LoS and heal in between. I know because that is what I do. It would however make it possible to finish these block tanks without a 24 man group and Siege.
Also take into consideration that block increase poisons are situational and aren't useful against most builds so not everyone would run them.
Walking away from a tank healer is fine, but when there are between 10-15 of them in a group of 24 you can't kill anyone.
When they run Guard they can keep someone alive indefinitely no matter how many defile attacks you run and it costs them nothing. The damage you receive from Guard is so negligent you don't even notice your health move.
Malubeth needs this change, it doesn't ruin a whole class to make its heal buff "Major Mending" what it sounds like is, "No don't nerf MY build."
These changes don't nerf an entire class, it gives an option against one of the most overpowered group tools that exist right now.