Joy_Division wrote: »Joy_Division wrote: »Please add a gradient cost increase to Breath of Life, or do something which stops this terrible block/heal meta.
Just no. It is the only effective defense for a magicka templar. And, if they a magicka templar is block casting heals and you can't run them out of stam in 4 hits the problem is you. Additionally, you would effectively eliminate the role of PVP healer let alone what it would do to PVE. Stop asking for things just because you can't deal with it. Plenty of other people are able to kill templars.
The main reason you can do this is heavy armor gives you amazing protection and resources like mag/Stam back so you can block cast for ever due to this. Templars in Heavy Armor have it easy. They should have to sacrifice sustain wearing heavy but that's not the case at all. This is my problem with Templars and I main a Templar healer everyday and think it's to strong. Weak ones die Strong ones are the last one dead on the battlefield.
Giving BOL a cost increase isn't the first solution or caster timer although it's something I'd consider.
Heavy Armor is the problem. Joy Division can complain about NB Burst in pve all he wants. You could still run heavy armor if they killed the sustain you get from constitution and players would be forced to run all three jewelry pieces mag recovery or cost reduction and still run heavy.This is why Templars can still dps.
Heavy Armor with no mag recovery from constitution forces people to run sustain enchants on jewelry while still getting protection. You won't have amazing dps either if your forced to get sustain wearing heavy.
As far as PVE goes this won't hurt Trial healers or dps running heavy armor concerned about sustain...no one runs heavy armor in pve for dps or healing just tanks that like to spam obsidian shield.
That's 45K health. In your "amazing protection" heavy armor. A real set with Impen. Not Trainee trash.
2511+5110+10066+1078+4802+8645+2719+1886+6729+5802=48270 damage. With 50% Battle Spirit.
I got killed in 2 seconds. Got stunned. CC broke. Died before I could get a skill off. What's a joke is that Zenimax's "fix" for the whole proc set problem would have done nothing.
Now you and Zenimax want me to run around in Light Armor with 25K health, right? Game is a joke. Every mechanic in this game is totally busted because players can keep pushing the numbers to ridiculously high levels. Heavy armor is not amazing protection. It's required for anyone who actually wants to press a few buttons before getting instantly vaporized.
NBs wonder why their trial DPS sucks and why Zenimax doesn't boost their skills, it is because of abusive crap like that. In what universe is it even compelling gameplay that a very high health build in heavy armor gets insta-killed?. This isn't even Call of Duty. It's a joke and why so many people can't stand the NB class.
@Joy_Division
Here's a link to all of the Passives for Heavy Armor...extra health isn't the only reason it's strong.
http://elderscrollsonline.wiki.fextralife.com/Heavy+Armor+Skills
The best benefit to heavy armor is the resistances with sustain not health stacking....
45k health in PvP is way to high of health and clearly your doing something wrong if your stacking health unless your going for a healthplar build.
I run 20k health and have 23k spell and 20k base physical on my Templar and very rarely run into a person who can burst me.
In your death recap within 2 seconds you can block cast which helps mitigate damage plus throws out a big heal.
Stay Alert for gankers
Block Cast BOL
Use Rune Focus gives 8% mitigation too
Go for Armor over Health -Blood Spawn is great for this.
Transmutation buff makes it Easy to max out crit resistance
I can't see your build or CP so I can only assume based on that screen shot.
I think your also missing my point I don't want Templars to not run heavy I just think it doesn't need sustain from mag recovery. Builds should have to adjust for mag recovery if they equip heavy armor which currently isn't a problem. Here's a PvP video from 2 days ago of me solo Healing in PvP with 20k health. We had Emp buff so it's higher than normal.https://youtu.be/0ezE4uZMdMQ
Templar healers are to strong in heavy armor
I can't tell if you are genuinely try to help or just trolling me at this point.
I don't need links ESO Wiki stats, or to be told I can block-cast, or to be told to stay alert for gankers. I don't even know if you are actually reading what I wrote because you clearly missed the part when I said I did nothing that "fight" except CC break and die. Some people who die and lose fights do so even though they generally are aware of the mechanics and know what they are doing. It happens.
I'm sure heavy armor seems OP to you because you run in a group of 8 who can cover your weaknesses and help you "stay alert for gankers." As far as my build goes, I call it "45K health in heavy impenetrable armor insta-dies, have fun trying to open world in Light Armor and 25K health."
No kidding heavy armor is strong. Stupid strong. That's why I wear it. Because just about everything in Cyrodiil is busted and the only way to compete is to abuse these busted mechanics.
Ok let's build and balance the game just for you because your build is more important and the general population isn't.
caeliusstarbreaker wrote: »Biting jabs..
200% dmg boost to closest target or increase jabs dmg 140% regardless of who is closer
Thoughts?
@Paraflex I'm in Vexxed...yeah the guild that wiped you guys daily with videos on YouTube to prove it, I also *** on your whole guild when we did 1v1s(except jejenum that's my hone boy) so my skill is relevant outside of groups. Cute that you had your friend @Moglijuana come back you up! I'll duel anyone in y'all guild rn as well
Moglijuana wrote: »@Paraflex I'm in Vexxed...yeah the guild that wiped you guys daily with videos on YouTube to prove it, I also *** on your whole guild when we did 1v1s(except jejenum that's my hone boy) so my skill is relevant outside of groups. Cute that you had your friend @Moglijuana come back you up! I'll duel anyone in y'all guild rn as well
I've literally never 1v1d anyone in vexxed besides cat man on my dk but "ok". Pretty sure I got denied a duel from you though because you had to "cure vampirism" BC you need any advantage you can get (as if a magplar isn't enough to fight a mag dk lmao), must have been the motto for your guild@Paraflex is also a little punk and I give him s*** on the daily. Maybe you can give me lessons on "exposing" him so I can put a video up that no one cares about
Joy_Division wrote: »Joy_Division wrote: »Joy_Division wrote: »Please add a gradient cost increase to Breath of Life, or do something which stops this terrible block/heal meta.
Just no. It is the only effective defense for a magicka templar. And, if they a magicka templar is block casting heals and you can't run them out of stam in 4 hits the problem is you. Additionally, you would effectively eliminate the role of PVP healer let alone what it would do to PVE. Stop asking for things just because you can't deal with it. Plenty of other people are able to kill templars.
The main reason you can do this is heavy armor gives you amazing protection and resources like mag/Stam back so you can block cast for ever due to this. Templars in Heavy Armor have it easy. They should have to sacrifice sustain wearing heavy but that's not the case at all. This is my problem with Templars and I main a Templar healer everyday and think it's to strong. Weak ones die Strong ones are the last one dead on the battlefield.
Giving BOL a cost increase isn't the first solution or caster timer although it's something I'd consider.
Heavy Armor is the problem. Joy Division can complain about NB Burst in pve all he wants. You could still run heavy armor if they killed the sustain you get from constitution and players would be forced to run all three jewelry pieces mag recovery or cost reduction and still run heavy.This is why Templars can still dps.
Heavy Armor with no mag recovery from constitution forces people to run sustain enchants on jewelry while still getting protection. You won't have amazing dps either if your forced to get sustain wearing heavy.
As far as PVE goes this won't hurt Trial healers or dps running heavy armor concerned about sustain...no one runs heavy armor in pve for dps or healing just tanks that like to spam obsidian shield.
That's 45K health. In your "amazing protection" heavy armor. A real set with Impen. Not Trainee trash.
2511+5110+10066+1078+4802+8645+2719+1886+6729+5802=48270 damage. With 50% Battle Spirit.
I got killed in 2 seconds. Got stunned. CC broke. Died before I could get a skill off. What's a joke is that Zenimax's "fix" for the whole proc set problem would have done nothing.
Now you and Zenimax want me to run around in Light Armor with 25K health, right? Game is a joke. Every mechanic in this game is totally busted because players can keep pushing the numbers to ridiculously high levels. Heavy armor is not amazing protection. It's required for anyone who actually wants to press a few buttons before getting instantly vaporized.
NBs wonder why their trial DPS sucks and why Zenimax doesn't boost their skills, it is because of abusive crap like that. In what universe is it even compelling gameplay that a very high health build in heavy armor gets insta-killed?. This isn't even Call of Duty. It's a joke and why so many people can't stand the NB class.
@Joy_Division
Here's a link to all of the Passives for Heavy Armor...extra health isn't the only reason it's strong.
http://elderscrollsonline.wiki.fextralife.com/Heavy+Armor+Skills
The best benefit to heavy armor is the resistances with sustain not health stacking....
45k health in PvP is way to high of health and clearly your doing something wrong if your stacking health unless your going for a healthplar build.
I run 20k health and have 23k spell and 20k base physical on my Templar and very rarely run into a person who can burst me.
In your death recap within 2 seconds you can block cast which helps mitigate damage plus throws out a big heal.
Stay Alert for gankers
Block Cast BOL
Use Rune Focus gives 8% mitigation too
Go for Armor over Health -Blood Spawn is great for this.
Transmutation buff makes it Easy to max out crit resistance
I can't see your build or CP so I can only assume based on that screen shot.
I think your also missing my point I don't want Templars to not run heavy I just think it doesn't need sustain from mag recovery. Builds should have to adjust for mag recovery if they equip heavy armor which currently isn't a problem. Here's a PvP video from 2 days ago of me solo Healing in PvP with 20k health. We had Emp buff so it's higher than normal.https://youtu.be/0ezE4uZMdMQ
Templar healers are to strong in heavy armor
I can't tell if you are genuinely try to help or just trolling me at this point.
I don't need links ESO Wiki stats, or to be told I can block-cast, or to be told to stay alert for gankers. I don't even know if you are actually reading what I wrote because you clearly missed the part when I said I did nothing that "fight" except CC break and die. Some people who die and lose fights do so even though they generally are aware of the mechanics and know what they are doing. It happens.
I'm sure heavy armor seems OP to you because you run in a group of 8 who can cover your weaknesses and help you "stay alert for gankers." As far as my build goes, I call it "45K health in heavy impenetrable armor insta-dies, have fun trying to open world in Light Armor and 25K health."
No kidding heavy armor is strong. Stupid strong. That's why I wear it. Because just about everything in Cyrodiil is busted and the only way to compete is to abuse these busted mechanics.
Ok let's build and balance the game just for you because your build is more important and the general population isn't.
You are missing the point. The game needs to be balanced in other areas besides heavy armor because more things than just heavy armor are totally busted (e.g. NB gank damage). You just want to nerf heavy armor because you think your templar in a group wearing it is too strong. All that does is make the other broken stuff even worse. ESO's entire combat system is out of control because there are no limits and abusable mechanics everywhere. I don't want to wear heavy armor but I feel have too. It's not "my" build. It's what I wear because in some fights, I actually get to press 3 or 4 button using it.
Moglijuana wrote: »@Paraflex I'm in Vexxed...yeah the guild that wiped you guys daily with videos on YouTube to prove it, I also *** on your whole guild when we did 1v1s(except jejenum that's my hone boy) so my skill is relevant outside of groups. Cute that you had your friend @Moglijuana come back you up! I'll duel anyone in y'all guild rn as well
I've literally never 1v1d anyone in vexxed besides cat man on my dk but "ok". Pretty sure I got denied a duel from you though because you had to "cure vampirism" BC you need any advantage you can get (as if a magplar isn't enough to fight a mag dk lmao), must have been the motto for your guild@Paraflex is also a little punk and I give him s*** on the daily. Maybe you can give me lessons on "exposing" him so I can put a video up that no one cares about
Who are you?
Moglijuana wrote: »Moglijuana wrote: »@Paraflex I'm in Vexxed...yeah the guild that wiped you guys daily with videos on YouTube to prove it, I also *** on your whole guild when we did 1v1s(except jejenum that's my hone boy) so my skill is relevant outside of groups. Cute that you had your friend @Moglijuana come back you up! I'll duel anyone in y'all guild rn as well
I've literally never 1v1d anyone in vexxed besides cat man on my dk but "ok". Pretty sure I got denied a duel from you though because you had to "cure vampirism" BC you need any advantage you can get (as if a magplar isn't enough to fight a mag dk lmao), must have been the motto for your guild@Paraflex is also a little punk and I give him s*** on the daily. Maybe you can give me lessons on "exposing" him so I can put a video up that no one cares about
Who are you?
@Paraflex 's Dad
Moglijuana wrote: »Moglijuana wrote: »@Paraflex I'm in Vexxed...yeah the guild that wiped you guys daily with videos on YouTube to prove it, I also *** on your whole guild when we did 1v1s(except jejenum that's my hone boy) so my skill is relevant outside of groups. Cute that you had your friend @Moglijuana come back you up! I'll duel anyone in y'all guild rn as well
I've literally never 1v1d anyone in vexxed besides cat man on my dk but "ok". Pretty sure I got denied a duel from you though because you had to "cure vampirism" BC you need any advantage you can get (as if a magplar isn't enough to fight a mag dk lmao), must have been the motto for your guild@Paraflex is also a little punk and I give him s*** on the daily. Maybe you can give me lessons on "exposing" him so I can put a video up that no one cares about
Who are you?
@Paraflex 's Dad
Not worth my time, i barely play ESO as it is. Not going to log on to have to listen to complaints and rules and have to read the word "exposed" or "cancer" a thousand times. Play bf1 or something.Moglijuana wrote: »Moglijuana wrote: »@Paraflex I'm in Vexxed...yeah the guild that wiped you guys daily with videos on YouTube to prove it, I also *** on your whole guild when we did 1v1s(except jejenum that's my hone boy) so my skill is relevant outside of groups. Cute that you had your friend @Moglijuana come back you up! I'll duel anyone in y'all guild rn as well
I've literally never 1v1d anyone in vexxed besides cat man on my dk but "ok". Pretty sure I got denied a duel from you though because you had to "cure vampirism" BC you need any advantage you can get (as if a magplar isn't enough to fight a mag dk lmao), must have been the motto for your guild@Paraflex is also a little punk and I give him s*** on the daily. Maybe you can give me lessons on "exposing" him so I can put a video up that no one cares about
Who are you?
@Paraflex 's Dad
So no duel?
Moglijuana wrote: »Not worth my time, i barely play ESO as it is. Not going to log on to have to listen to complaints and rules and have to read the word "exposed" or "cancer" a thousand times. Play bf1 or something.
In PvP you can't use Radiant Destruction if your opponent bashes you. Had it happen a lot, chain bash and the skill was worthless.
So then why nerf? Or make it unintreruptable at least...
Radiant Oppression - The problem with RO has never been the range of it. Those who complain about that don't understand the difference between ranged and melee dps. Mag Sorcs sit at the back of groups spamming Curse until they get free Frags. Bowtards stay a mile away sniping and Magplars stay at the back casting. Add to that the facts that Magplars have hard casts, we have zero mobility AND we snare ourselves to cast those long spells. We pretty much have no choice but to stay ranged to be effective. And BTW, DK's quit complaining that we spam beams at you, it's the only thing we can do that doesn't get reflected back at us. The goal is to kill you not ourselves.
The 21% nerf is simply a lazy, knee jerk reaction. The real answer to making it right is to make the execute kick in at 30 - 35 percent health (as ALL executes should do) rather than 50% health and to cut the bonus execute damage to 300% rather than 330%.
Breath of Life - Remember a few months ago when ZOS brought up the subject of "smart heals" in their patch notes? BoL is not one of the smart ones. It's ridiculous that I have to run myself out of magicka just to get 1 or 2 of my own heals to land on me. If it was truly smart, it'd prioritize the caster, then the group/raid and lastly people outside the group/raid.
Dark Flare - Everything about this spell is great except the self snare while casting and that it has to orbit the moons a few times on its way to the target. Seriously, at max range it can take 4 or 5 seconds to hit the target from the time when you begin the cast. Just give the projectile the same trajectory and speed as Frags and remove the self snare.
Blazing Spear - In a game FULL of skills that have secondary knockdowns and stuns... And in which we can be snared, rooted, stunned, disoriented, knocked down, silenced and feared ALL AT THE SAME TIME, you decided that Blazing Spear was the culprit? Seriously? Of all the CC problems in this game, Blazing Spear is at the very bottom of that particular barrel full of bummers. Just revert it back to the way it was and focus on the real CC problems.
Jabs - Both morphs of Jabs have the potential to do decent damage and to be effective in rotations. Even though the cost is very high, I actually think it's probably about where it should be if we weren't casting at air. As it is now, at least 1/2 of the ticks simply miss our intended targets because the spell has no target. Make the spell a targeted one and make it apply the snare on the first tick rather than the last one.
caeliusstarbreaker wrote: »Biting jabs..
200% dmg boost to closest target or increase jabs dmg 140% regardless of who is closer
Thoughts?
Radiant Oppression - The problem with RO has never been the range of it. Those who complain about that don't understand the difference between ranged and melee dps. Mag Sorcs sit at the back of groups spamming Curse until they get free Frags. Bowtards stay a mile away sniping and Magplars stay at the back casting. Add to that the facts that Magplars have hard casts, we have zero mobility AND we snare ourselves to cast those long spells. We pretty much have no choice but to stay ranged to be effective. And BTW, DK's quit complaining that we spam beams at you, it's the only thing we can do that doesn't get reflected back at us. The goal is to kill you not ourselves.
The 21% nerf is simply a lazy, knee jerk reaction. The real answer to making it right is to make the execute kick in at 30 - 35 percent health (as ALL executes should do) rather than 50% health and to cut the bonus execute damage to 300% rather than 330%.
Breath of Life - Remember a few months ago when ZOS brought up the subject of "smart heals" in their patch notes? BoL is not one of the smart ones. It's ridiculous that I have to run myself out of magicka just to get 1 or 2 of my own heals to land on me. If it was truly smart, it'd prioritize the caster, then the group/raid and lastly people outside the group/raid.
Dark Flare - Everything about this spell is great except the self snare while casting and that it has to orbit the moons a few times on its way to the target. Seriously, at max range it can take 4 or 5 seconds to hit the target from the time when you begin the cast. Just give the projectile the same trajectory and speed as Frags and remove the self snare.
Blazing Spear - In a game FULL of skills that have secondary knockdowns and stuns... And in which we can be snared, rooted, stunned, disoriented, knocked down, silenced and feared ALL AT THE SAME TIME, you decided that Blazing Spear was the culprit? Seriously? Of all the CC problems in this game, Blazing Spear is at the very bottom of that particular barrel full of bummers. Just revert it back to the way it was and focus on the real CC problems.
Jabs - Both morphs of Jabs have the potential to do decent damage and to be effective in rotations. Even though the cost is very high, I actually think it's probably about where it should be if we weren't casting at air. As it is now, at least 1/2 of the ticks simply miss our intended targets because the spell has no target. Make the spell a targeted one and make it apply the snare on the first tick rather than the last one.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Radiant Oppression - The problem with RO has never been the range of it. Those who complain about that don't understand the difference between ranged and melee dps. Mag Sorcs sit at the back of groups spamming Curse until they get free Frags. Bowtards stay a mile away sniping and Magplars stay at the back casting. Add to that the facts that Magplars have hard casts, we have zero mobility AND we snare ourselves to cast those long spells. We pretty much have no choice but to stay ranged to be effective. And BTW, DK's quit complaining that we spam beams at you, it's the only thing we can do that doesn't get reflected back at us. The goal is to kill you not ourselves.
The 21% nerf is simply a lazy, knee jerk reaction. The real answer to making it right is to make the execute kick in at 30 - 35 percent health (as ALL executes should do) rather than 50% health and to cut the bonus execute damage to 300% rather than 330%.
Breath of Life - Remember a few months ago when ZOS brought up the subject of "smart heals" in their patch notes? BoL is not one of the smart ones. It's ridiculous that I have to run myself out of magicka just to get 1 or 2 of my own heals to land on me. If it was truly smart, it'd prioritize the caster, then the group/raid and lastly people outside the group/raid.
Dark Flare - Everything about this spell is great except the self snare while casting and that it has to orbit the moons a few times on its way to the target. Seriously, at max range it can take 4 or 5 seconds to hit the target from the time when you begin the cast. Just give the projectile the same trajectory and speed as Frags and remove the self snare.
Blazing Spear - In a game FULL of skills that have secondary knockdowns and stuns... And in which we can be snared, rooted, stunned, disoriented, knocked down, silenced and feared ALL AT THE SAME TIME, you decided that Blazing Spear was the culprit? Seriously? Of all the CC problems in this game, Blazing Spear is at the very bottom of that particular barrel full of bummers. Just revert it back to the way it was and focus on the real CC problems.
Jabs - Both morphs of Jabs have the potential to do decent damage and to be effective in rotations. Even though the cost is very high, I actually think it's probably about where it should be if we weren't casting at air. As it is now, at least 1/2 of the ticks simply miss our intended targets because the spell has no target. Make the spell a targeted one and make it apply the snare on the first tick rather than the last one.
The range is and always has been the problem of Radiant Destruction. The Risk/Reward for the skill is completely out of whack with 40+m range in PvP where Templars can sit behind their zerg, pick a target, and start beaming. You of all people should know this.
Also, LOL at your Dark Flare suggestions. Are you seriously recommending they speed up the projectile and remove the self snare on this? I've hit people with 17k Dark Flares in PvP. That's practically a 1 shot. And it procs and AoE Major Defile. This is one of the strongest single-target skills in the game. It doesn't need a buff.
How close to God mode do you want Magplar to be? It's arguably the strongest magicka class already.
Radiant Oppression - The problem with RO has never been the range of it. Those who complain about that don't understand the difference between ranged and melee dps. Mag Sorcs sit at the back of groups spamming Curse until they get free Frags. Bowtards stay a mile away sniping and Magplars stay at the back casting. Add to that the facts that Magplars have hard casts, we have zero mobility AND we snare ourselves to cast those long spells. We pretty much have no choice but to stay ranged to be effective. And BTW, DK's quit complaining that we spam beams at you, it's the only thing we can do that doesn't get reflected back at us. The goal is to kill you not ourselves.
The 21% nerf is simply a lazy, knee jerk reaction. The real answer to making it right is to make the execute kick in at 30 - 35 percent health (as ALL executes should do) rather than 50% health and to cut the bonus execute damage to 300% rather than 330%.
Breath of Life - Remember a few months ago when ZOS brought up the subject of "smart heals" in their patch notes? BoL is not one of the smart ones. It's ridiculous that I have to run myself out of magicka just to get 1 or 2 of my own heals to land on me. If it was truly smart, it'd prioritize the caster, then the group/raid and lastly people outside the group/raid.
Dark Flare - Everything about this spell is great except the self snare while casting and that it has to orbit the moons a few times on its way to the target. Seriously, at max range it can take 4 or 5 seconds to hit the target from the time when you begin the cast. Just give the projectile the same trajectory and speed as Frags and remove the self snare.
Blazing Spear - In a game FULL of skills that have secondary knockdowns and stuns... And in which we can be snared, rooted, stunned, disoriented, knocked down, silenced and feared ALL AT THE SAME TIME, you decided that Blazing Spear was the culprit? Seriously? Of all the CC problems in this game, Blazing Spear is at the very bottom of that particular barrel full of bummers. Just revert it back to the way it was and focus on the real CC problems.
Jabs - Both morphs of Jabs have the potential to do decent damage and to be effective in rotations. Even though the cost is very high, I actually think it's probably about where it should be if we weren't casting at air. As it is now, at least 1/2 of the ticks simply miss our intended targets because the spell has no target. Make the spell a targeted one and make it apply the snare on the first tick rather than the last one.
The range is and always has been the problem of Radiant Destruction. The Risk/Reward for the skill is completely out of whack with 40+m range in PvP where Templars can sit behind their zerg, pick a target, and start beaming. You of all people should know this.
Also, LOL at your Dark Flare suggestions. Are you seriously recommending they speed up the projectile and remove the self snare on this? I've hit people with 17k Dark Flares in PvP. That's practically a 1 shot. And it procs and AoE Major Defile. This is one of the strongest single-target skills in the game. It doesn't need a buff.
How close to God mode do you want Magplar to be? It's arguably the strongest magicka class already.
RO is only 28m. 41m if you use propelling shield. But I will agree, RO's issue was more of the range of it than the damage. I would have been fine if the range of RO is what they nerfed. It would have been good for both PvP and PvE if they went that route instead.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.