Maintenance for the week of December 22:
• [COMPLETE] NA megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)
• [COMPLETE] EU megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)

Templars, Champion Points, Sustain, and Dissecting ZOS' proposed Direction

austinwalter87ub17_ESO
austinwalter87ub17_ESO
✭✭✭✭✭
ZOS_GinaBruno: "We’d like to provide some clarity on why we made some of the changes we did, specifically to the Templar. Reading about some of these changes can be a bit jarring at first, and we highly suggest you to log onto the PTS to give it a try first-hand; this may help you see how everything works together and in context.

First, we want to reiterate why we’re making these global changes to abilities and resource management (and most of this will sound very familiar if you read the PTS patch notes). Our combat system features fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is a core pillar of the system. Due to the number of balance changes we’ve made over time, this core pillar of resource management has become trivialized in that it’s become easier than ever to have nearly infinite sustainability while still being fully maximized for damage. The overall goal here is to have a combat system that reinforces decision making and resource management."


You're correct that you as developers, have allowed the game to stray from this core pillar of the combat system.

People have repeatedly told you over and over again that the champion point system is the cause. FENGRUSH is not someone I always agree with, but he explained it quite well in his Morrowind Patch Notes video. The champion point system is the cause because of not only the higher values, but because they're high values combined with flat values. The result was powercreep, and the trivialized resource management system.

The champion point system would be fine if the values were incredibly small values, even if they're flat values. The other problem is that the champion points did not share the same points. Magician and Arcanist were Green Points. Meanwhile, things like Elfborn and Elemental Expert were blue points. Simply because these pooled points did not share the same colored archetype, it made the choice between damage and sustain non-existent. You could pump your damage up ALL THE WAY >>>AND<<< your sustain ALL THE WAY without having to make meaningful consequential decisions. A lot of these bad changes in the patch could have been avoided by making it so Magicka related Sustain Nodes shared the same pool of points as the Magicka related Damage Nodes. The same regarding Stamina, and their damage/sustain nodes. Then players would have to make much more difficult and consequential decisions choosing between their sustain and damage. You would still be able to boost your damage by investing all your points into damage related CP nodes (at the cost of sustain). You could also go the opposite way, and have incredible sustain while sacrificing your damage. You could also balance it out between the two, depending on what you're seeking. The customization factor would have still been there if you would have went this route. Along with much smaller values of the CP nodes themselves. This entire catastrophe could have been avoided. But because you didn't go this route, over-time you adjusted skill costs, and all the NPC's armor/hp/damage values according to a flawed implementation of the CP system i noted above.

That is what this patch should have accomplished and should have been directed at. Not more heavy-handed nerfs to defining class abilities and mechanics. The classes were never the core issue.

If it were up to me, I would completely scrap the proposed Morrowind Patch Notes. I would shift the nodes of the CP tree's around as I described above. I would also reduce the values of the CP nodes themselves in order to "lower the ceiling." This is much easier than eliminating the CP system, and redesigning all world content to accommodate the heavy handed nerfs you're provided in this patch. But I have absolutely 0 faith in you as developers to properly diagnose the cause, and I have even less faith in you to dedicate the time and resources to these changes. Why? The proc set nerf made it quite clear that you, as developers, prefer to choose the easy "blanket nerf" approach rather than sitting down and putting the necessary work into the blatant flaws. Still to this day, that proc set nerf ruined so many armor sets which were already performing poorly. Now you expect us to go back to your original resource management pillar design, without considering all the other bad changes you've made in the past. We're going back to Year 1 sustain levels with content designed around the sustain levels which exist today on the live servers. Along with very limited gear diversity due to incorrect approach regarding the proc sets in the past patch.

On top of all the changes to sustain, you guys decided to nerf armor? Yet again, you fail to understand that the values provided from armor were not even the issue. Unnecessary overkill, on top of the CP changes you listed in the current patch.

Your proposed changes do make the game more challenging, but for the wrong reasons.


"With that being said, one of the main concerns we want to address is the worry that we’re nerfing Templars in order to make the Warden a stronger healing class, particularly by nerfing Major Mending and giving it to Wardens. We’ve made it so all classes have to meet conditional requirements to gain Major Mending. DK’s need to have their damage shields up, Wardens have to heal low health targets, and Resto Staff users have to complete a fully charged heavy attack. It’s also worth noting that we’re planning on adjusting the Warden passive, Accelerated Growth, because it’s currently too easy to keep it active for long periods of time."

I'm no stranger to voicing by disapproval of the Templar changes. But, I felt this statement needed to be singled out and dismantled directly. First, let's start with the fact that the Warden and the Templar are the only 2 classes in the game to have a direct class specific Healing line. If one class has access to it, so should the other. Having class specific healing lines means that these classes should excel at that role. This is your own fault for making classes with class specific healing lines. Templars and Wardens miss out on lots of potential goodies that are DPS, Crowd Control, Support, or Tanking related for having these skill lines. As such, these 2 classes should have access to the appropriate toolset necessary to fulfill that role.

You claim that all classes have to meet conditional requirements in order to gain major mending. Then you list the DK and Warden. I have 0 issues with the DK having Major Mending. I have 0 issues with the Warden having Major Mending. I believe it's implemented fairly well on both classes. I believe on wardens it synergizes with the nature of their heals well. I believe on DK's it's a great boon to their tankiness and survivability while still being implemented in a way so a DK Healer can exist and benefit from Igneous shield/Major Mending. Purely from a healing role, the warden looks to be a well designed class. As for Templar, I agree with you that 100% uptime is not an example of balance and I agree with that goal. But here's the problem... Your goal was to eliminate 100% up-time. Not eliminate the buff entirely from our toolset. What you did in your statement is say that we all need to meet conditional requirements for our class, to gain this skill. The DK and the Warden have to meet the conditional requirements, and that's fine (even though the Igneous shield changes are unnecessary). You basically told the Templars to go f*** themselves and grab a Restoration Staff as part of their conditional requirements. You told a class that already sacrifices potential in other area's by having a healing line, that they don't deserve the buff and they can use the inefficient Resto Heavy attack as their "conditional requirement." Meanwhile, the DK, who doesn't even possess such healing capabilities gets an instant shield which grants the buff. Then the warden gets it for free, without even having to cast an additional skill. Templars at least had to cast Extended Ritual to get the buff, prior to throwing out heals. Now warden's get the buff free of magicka cost? They get it just from healing passively?

You may not have intended to take from one class and give it to another. But, in reality, that is exactly what happened. Not only did you do that, but you gave the warden a better method of acquiring the buff. No, taking it away from the Warden will not suffice. It never should have been removed from templars to begin with. Finding a more balanced application of it was fine. But removing it entirely? That contradicts your statement of a >>CLASS<< meeting conditional requirements. Templars now have to equip certain >>WEAPONS<< to meet those requirements. Wardens? They aren't required to do so.

Please go do some tests with Resto Heavy Attack, and followup with a Heal. It's a very aggravating method of gaining Major Mending.

Don't even get me started on how badly this indirectly nerfs Stamina Templars, Templar Tanks, and Hybrid Templars.

Oh, and I forgot to mention. In the past, the reason you didn't give Templars access to Major Sorcery is because we had Major Mending. So, where's my Major Sorcery? Tic toc.




"If you’re worried that there’s no reason to play a Templar over a Warden, or any other class, keep in mind that Templars have a stronger single target burst heal that’s easier to aim (Rushed Ceremony), they have a faster healing spammable ability with Healing Ritual, and their Ultimate heal hits targets in a 28m radius instead of 8 meters. In addition, have also have a free heal with Repentance, can cleanse allies with the Cleansing Ritual synergy and can remove 5 effects from themselves. Rushed Ceremony is also still the strongest heal in ESO, so Templars still have a lot going for them."

I laughed a little. Yes, Templars do have the strongest burst healing in the game. GOOD. Why fix something that isn't broken? As for Healing Ritual, it's quite clear that you don't play healers. HEALING RITUAL WILL NEVER BE A VIABLE HEAL. Due to the fast pace nature of the game you like to keep throwing in our face. This heal will never compete with the Resto Staff and its' Healing Springs. Of all the abilities in the game, it's one deserving of being completely removed and replaced with something UNIQUE and Supportive to our team. Perhaps deleting this trash skill and replacing it with something fresh that also grants us Major Mending would be a viable solution (lightbulb)? Don't tell me you can't do this, because you didn't have a problem deleting Blinding Flashes.

Also, the reason that people don't really need to play a Templar anymore has less to do with their heals and more to do with the nerfs to Repentance and Shards. Now that Undaunted Orbs are basically Shards, and Repentance is useless. Why should I play a Templar? The defining class mechanics which made the Templar so good are now accessible to everyone. Including to the classes that don't lose any potential by having a dedicated healing line.

"Lastly, we know there’s some apprehension that we’re balancing PvE and PvP gameplay simultaneously without separating the two. We are 100% committed to supporting a single unified game where mechanics and abilities work consistently, with the goal being for players to learn how play efficiently and be able to transfer those skills to other environments. This is one of the reasons we added CC immunities to monsters; when ESO originally launched, you could knock the same mudcrab down over and over. The balance changes we made in this update are aimed at making gameplay more interesting in all areas of the game."

I have no problem with this statement.
"Again, we encourage everyone to hop on the PTS and give these changes a try in both PvE and PvP scenarios rather than just reading about the changes. Once you’ve had a chance to try everything out, we’d love to hear your feedback about what you played."

I've lost the incentive to do such a thing. Everybody knows that any changes you propose in the PTS have a 90%+ chance of remaining. At the most, small tweaks are made.

Your company needs to rethink how you implement patches, giving the players more time to test these things, so that bad changes can be reversed or avoided.

Moving on... I'd like to share a post from Ron_Burgundy_79 whom has articulated a good list as a starting point of problems for Templars.

1. Templars have the worst passives of all the classes. You could argue DK is worse now to the massive battle roar and helping hands nerf. Templars best passive was major mending. Prior to major mending being implemented, Templars had a straight 30% bonus to healing in our passives. Templars also had a passive a long time ago that restored a certain percentage of max magicka every time we used a skill. All of these passives have now been nerfed/removed.
2. Templars are forced to slot multiple skills to gain what other classes already have as passives (repentance gives 10% boost to recovery).
3. Templars have an entire skill line dedicated to healing/support that has been gutted by the current patch notes.
4. Templars don't have a reliable cc. Blinding flashes was removed. Blazing spear doesn't stun anymore. Luminous shards is a disorient which is terrible for a class relying on dots to buff (entropy/reflective light)
5. Templars don't have access to major sorcery or major brutality through class skills or passives.
6. Templars best defensive skill, extended ritual, recieved a huge cost increase when purifying ritual was changed to ritual of retribution. Extended ritual was then given purifying's removal if 5 negative effects after Templars flooded the forums with rage.
7. Templar ultimates are terrible. Rememberance is ok in PvP, nova has it's uses in PVE, and crescent sweep is alright for stamplars. The problem with all of these ultis is that they are second rate ultis compared to those that other classes/skill lines have.
8. Our dps spammable, puncturing sweeps, used to provide a significant hot. That hot has been nerfed multiple times (can't double crit + affected by battle spirit) and is now being hit again with nerf to major mending.
9. Healing ritual is terrible. No one uses it. It's designed to be our AOE heal but the cast time makes it horrible.
10. Dark flare is our hardest hitting ability. It has a cast time and a ridiculous travel time. It's early dodgeable and interruptible. It's suicide to use against anyone that know what he or she is doing.
11. Solar barrage might be the most worthless skill in the game. Hell, most people don't even know what it is.
12. Radiant destruction has been nerfed multiple times making radiant glory absolutely useless.
13. Our class shield scales off of max health. It's worthless to anyone other than a full max health build.
14. Toppling charge has been broken for years. It rarely works, it's dodgeable, and at least 25% of the time the casting templar becomes stuck in the animation.

I know there's plenty that I've missed, but that's the best I can do while at work. Feel free to dissect these points.


Since the launch of ESO the Templar has gradually evolved beyond its intended design as a class. The Templar, according to ZOS, is intended to be at its strongest when inside their "House." What ZOS is referring to is the nature of Templar gameplay, and how they place ground and duration based buffs/heals to support themselves and their allies. It's also referring to the nature of their offensive and defensive capabilities. When inside their "house" the templar is suppose to be bolstered in all aspects. Their healing, their defense, and even their offense. They're also intended to provide support for their allies in the form of restoring resources. The recent nerfs homogenized the Spear Shards ability, by granting all classes access to this unique Templar design concept via the changes to Undaunted Orbs. Albeit, Spear Shards is still slightly better. But this does not discredit the fact that the independent and unique design behind Templars is no longer independent or unique. The changes to Repentance also further validate what I am saying here. As Repentance no longer replenishes Stamina to allies, but instead, only to the Templar itself. These 2 changes alone were monumental, as the support engraved into the Templar design has taken a fatal blow. Consider these facts as we delve further into this analysis, and you begin to realize the compounding issues that Templar's face in the past, present, and future.

Most people immediately look at skills such as Rune Focus and Cleansing Ritual, in order to see how this relates to the intended "house" design ZOS has chosen for the templar. Cleansing Ritual, is/was one of the Templar's strongest support/defensive skills. The loss of Major Mending for Templar's in the Morrowind patch notes is a greatly detrimental but huge example of the gradual transition away from their core design. As time persists, the skills and abilities which make that core design focus possible are losing their effectiveness offensively and defensively. Some of the changes were small, and some were beyond excessive. This specific skill still has its strengths, such as the cleanse and the synergy provided via the morphs. However, we cannot look at one skill in their arsenal as being evidence of the "house" design as being a success.

We must consider how Templars can combine skills in order to determine their potency and effectiveness in relation to the "house" design. If the "house" is going to work, then the skills across all 3 skill lines need to reinforce this design concept in order for it to be truly effective. Currently the skill lines do not achieve this design concept, and it IS on record that ZOS built the templar to fulfill this design concept. Intention and execution are two fundamentally different things.

Templars - Intentional Lack of Mobility by Design

The philosophical approach behind it is that the Templar is suppose to essentially create their own relatively small battle arena to bolster themselves, their allies, and even punish their enemies. As such, the templar requires potent healing, defensive, offensive, and supportive capabilities in order to offset the lack of mobility/escape mechanisms. They need to utilize the strengths of their house, and stay inside of it. The templar's allies in gameplay should also be highly incentivized to enter the Templar's house to bolster themselves as well. Enemies should also be highly discouraged to enter the Templar's House, and enemies of the templar should also have an incentive to kick the Templar out of their house to reduce his effectiveness. Most of the skills of the Templar, among all 3 skill lines, do not reinforce such gameplay. Allies have little incentive to be close to the Templar, and enemies truly do not fear going near them (at least in PVP). In PVE, NPC's should be at a greater disadvantage for being in the Templar's "house.'

Here are some other points of consideration:
-Templars have the weakest passives in the game. Often requiring to slot specific skills to makeup the difference that other classes gain passively.
-Templars ultimates do not reinforce such gameplay, and they're also subpar compared to numerous other classes ultimates (and even world skill lines ultimates)
-Templars have 2 offensively based skill lines, and 1 healing/support line. There does exist some defensive abilities, but they're incredibly few. This is a fundamental issue which helps prevent the Templar from being able to excel at at their intended design concept.
Edited by austinwalter87ub17_ESO on April 23, 2017 7:50AM
PC and PS4 (bring back character transfers please?)
Templar Extraordinaire
  • Mojmir
    Mojmir
    ✭✭✭✭✭
    ✭✭✭✭✭
    4fEyNHu.gif

    nailed it
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
    ✭✭✭✭✭
    Mojmir wrote: »
    4fEyNHu.gif

    nailed it

    Did I?
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • Mojmir
    Mojmir
    ✭✭✭✭✭
    ✭✭✭✭✭
    Mojmir wrote: »
    4fEyNHu.gif

    nailed it

    Did I?

    bullseye
  • Calandrae
    Calandrae
    ✭✭✭✭
    Thank you for posting this.
  • Majeure
    Majeure
    ✭✭✭✭
    Pretty much what my reply was, just with more words and background.

    Good stuff.

    Also would like to append to it, that it's pretty rich ZOS talking about Repentance and the ultimate being unique abilities when they nerfed both. Remembrance no longer grants damage reduction to your allies, and the one you personally get stacks with nothing so it's now effectively a garbage morph. And repentance, don't even bring up repentance please.... no decent healer will use it now, so you can add both Remembrance and Repentance with Healing Ritual into a pile of crap that Templar has for a healing skill line.
  • Tasear
    Tasear
    ✭✭✭✭✭
    ✭✭✭✭✭
    Healing is more than heal skills. In that sense every class has enough skills to be said to have a healing skill line. It's just more obvious sense Templar was the defacto Healer. Now we will see more diversity among skills sets Healers bring to table. For instance why does any Healer use minor mangle debufg from impluse. 10% lost of health of up to tier 3 mobs. Just saying I seen vAA boss defubbed, a boos in wayrest and other places.

    Things are still be looked at, but diverse gameplay is the direction be they are headed too.
  • Mojmir
    Mojmir
    ✭✭✭✭✭
    ✭✭✭✭✭
    Tasear wrote: »
    Healing is more than heal skills. In that sense every class has enough skills to be said to have a healing skill line. It's just more obvious sense Templar was the defacto Healer. Now we will see more diversity among skills sets Healers bring to table. For instance why does any Healer use minor mangle debufg from impluse. 10% lost of health of up to tier 3 mobs. Just saying I seen vAA boss defubbed, a boos in wayrest and other places.

    Things are still be looked at, but diverse gameplay is the direction be they are headed too.

    wut?
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
    ✭✭✭✭✭
    Tasear wrote: »
    Healing is more than heal skills. In that sense every class has enough skills to be said to have a healing skill line. It's just more obvious sense Templar was the defacto Healer. Now we will see more diversity among skills sets Healers bring to table. For instance why does any Healer use minor mangle debufg from impluse. 10% lost of health of up to tier 3 mobs. Just saying I seen vAA boss defubbed, a boos in wayrest and other places.

    Things are still be looked at, but diverse gameplay is the direction be they are headed too.

    The Templar should be viewed as a defacto healer. He has an entire skill line dedicated to it. Sorcerers, and DK's, do not.

    Templars already give up so many things in order to have that healing line. So ZOS decides to drag the Templars through the mud and punish them even further for excelling at something they designed the class around?

    Insane.

    It's the equivalent of teaching your dog to tear up the furniture on purpose, then beating him for doing it too well.
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • Lynx7386
    Lynx7386
    ✭✭✭✭✭
    ✭✭✭✭✭
    I really do agree on the champion point front.

    Each of the constellations should have focused more on each resource pool.

    Under the Thief, one constellation should boost stamina based damage (weapon/poison/disease damage, weapon critical, critical damage, physical pen, etc), one should boost stamina based sustain (stamina recovery, reduced stamina costs, return on heavies, etc), and one should boost stamina utility (dodge roll, stealth, break free, etc)

    The Mages Constellations should be mirrored to those. The third tree for utility would focus more on damage shields, healing, etc.

    The Warrior should've had one tree for pve damage mitigation, one for blocking ac taunting related passives, and one for pvp oriented mitigation.

    Stupid of them to put recovery and damage boons in separate trees so everyone could have their cake and eat it too
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
    ✭✭✭✭✭
    Majeure wrote: »
    Pretty much what my reply was, just with more words and background.

    Good stuff.

    Also would like to append to it, that it's pretty rich ZOS talking about Repentance and the ultimate being unique abilities when they nerfed both. Remembrance no longer grants damage reduction to your allies, and the one you personally get stacks with nothing so it's now effectively a garbage morph. And repentance, don't even bring up repentance please.... no decent healer will use it now, so you can add both Remembrance and Repentance with Healing Ritual into a pile of crap that Templar has for a healing skill line.

    Amazing how the damage reduction from Rememberance gets nerfed but the Warden gets an ultimate even better.
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
    ✭✭✭✭✭
    Lynx7386 wrote: »
    I really do agree on the champion point front.

    Each of the constellations should have focused more on each resource pool.

    Under the Thief, one constellation should boost stamina based damage (weapon/poison/disease damage, weapon critical, critical damage, physical pen, etc), one should boost stamina based sustain (stamina recovery, reduced stamina costs, return on heavies, etc), and one should boost stamina utility (dodge roll, stealth, break free, etc)

    The Mages Constellations should be mirrored to those. The third tree for utility would focus more on damage shields, healing, etc.

    The Warrior should've had one tree for pve damage mitigation, one for blocking ac taunting related passives, and one for pvp oriented mitigation.

    Stupid of them to put recovery and damage boons in separate trees so everyone could have their cake and eat it too

    Exactly. This is the biggest issue which is always overlooked.

    When you have 200 champion points to spend on blue, which are all damage related.
    Then you have an additional 200 points to spend on green, which are all sustain related.

    Of course the sustain and DPS ceiling is going to be too high.

    Separate pools of points is the the biggest issue.

    All they had to do was move the CP Nodes around so that damage/sustain nodes corresponding to resource pools have to share the same pool of points. Then follow up with this by reducing the values across the board so that their gains aren't so potent.

    Edited by austinwalter87ub17_ESO on April 21, 2017 6:59AM
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • HouLiGaN
    HouLiGaN
    ✭✭✭
    This post was removed since I miss read the topic, I thought that it was Ginas post and someone copied it! My bad !
    Edited by HouLiGaN on April 21, 2017 4:07PM
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
    ✭✭✭✭✭
    Deleted per request*
    Edited by austinwalter87ub17_ESO on April 21, 2017 4:30PM
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
    ✭✭✭✭✭
    Does anyone have any points that I'm missing?
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • ofSunhold
    ofSunhold
    ✭✭✭✭✭
    Well said.

    I don't care if other classes step into a healing role, and do it well. Good for them, and good for the community.

    I care very much that templars have over time been stripped of so many useful abilities and denied useful passives, and now as part of this new vision I'm not really comprehending (make everyone easier to kill and less able to work together, why exactly are they doing that?) the one skillset that was still shiny is burnt.
    .

    Templars already give up so many things in order to have that healing line. So ZOS decides to drag the Templars through the mud and punish them even further for excelling at something they designed the class around?

    Insane.

    Maybe we're just collateral damage now that sustain and healing are Bad, since sustaining and healing was so much of our kit.

    So can we have some new kit too then? Undaunted gets a shard equivalent (garbage now anyway it sounds like, restoring whichever resource is lower) so how about a streak equivalent in the Mage's Guild? Everybody gets to streak! And a Cloak equivalent in Legerdemain, because invisibility is pretty fun, and a Standard of Might equivalent in the Fighter's Guild, and Aspect of Terror for leveling up Dark Brotherhood!

    Yeah, didn't think so. #screwyoutemplars it is

    Classes that don't need any class ability nerfs: Nightblades, Dragonknights, Sorcs, Templars, Wardens.
  • ScooberSteve
    ScooberSteve
    ✭✭✭✭
    Well said
  • hmsdragonfly
    hmsdragonfly
    ✭✭✭✭✭
    I agree with majority of your points, except this.
    Also, the reason that people don't really need to play a Templar anymore has less to do with their heals and more to do with the nerfs to Repentance and Shards. Now that Undaunted Orbs are basically Shards, and Repentance is useless. Why should I play a Templar? The defining class mechanics which made the Templar so good are now accessible to everyone. Including to the classes that don't lose any potential by having a dedicated healing line.

    I agree that the nerf to Repentance is completely unnecessary. This nerf shouldn't make it to live. But about group support, we all know that the reason Non-Templar healers aren't even allowed to join a raid is because they don't have any ability that can restore stamina to the group. If we want people to accept non-Templar healers, they need something to restore stamina to the group, otherwise, they are as good as a tank that doesn't taunt and debuff the boss. And if we want to gut the chance of Non-Templar healers to join a raid, we might as well remove Templar's DPS capability, if a Sorc cannot heal then it's only fair if a Templar cannot DPS. If anything is Templar's "defining class mechanics which made the Templar so good", that shouldn't be Shard. It can be Rune Focus, it can be the cleanse+AOE HoT (Ritual), it can be Jabs, Beam, BoL, Repentence/Radiant Aura etc, but not Shard. It's like giving Pierce Armour, Heroic Slash and Absorb Magic to DK and tell other classes to go screw themselves they are not allowed to tank.

    I am not saying that the way ZOS tries to implement Shard and Orb is the best way to do it, hell no, "restoring resources based on the missing percentage" or whatever it is, is over the top clunky. But, other classes need an ability to restore stamina, if they ever want a chance to compete with Templar healers. New skills? Changing an ability in the Undaunted skill line? All good, but other classes need their Shard.
    Aldmeri Dominion Loyalist. For the Queen!
  • Naerri
    Naerri
    ✭✭✭
    ZOS_GinaBruno: "First, we want to reiterate why we’re making these global changes to abilities and resource management (and most of this will sound very familiar if you read the PTS patch notes). Our combat system features fast-paced action where resource management plays a large part in performing effectively. Player abilities in ESO specifically do not have cooldowns for this very reason - resource management is a core pillar of the system."

    Can anyone clarify this for me? What the hell is resource management exactly and how is that fun part of combat?

    Spamming heavy attacks is NOT fun.
    Running out of resources is NOT fun.
    Endless farming resource management sets with all the wrong traits is NOT fun.
    Doing shiat DPS with these sets is NOT fun.
    Using synergies after the patch will NOT be fun.
  • Faulgor
    Faulgor
    ✭✭✭✭✭
    ✭✭✭✭✭
    People have repeatedly told you over and over again that the champion point system is the cause. FENGRUSH is not someone I always agree with, but he explained it quite well in his Morrowind Patch Notes video. The champion point system is the cause because of not only the higher values, but because they're high values combined with flat values. The result was powercreep, and the trivialized resource management system.

    The champion point system would be fine if the values were incredibly small values, even if they're flat values. The other problem is that the champion points did not share the same points. Magician and Arcanist were Green Points. Meanwhile, things like Elfborn and Elemental Expert were blue points. Simply because these pooled points did not share the same colored archetype, it made the choice between damage and sustain non-existent.

    *scroll down*
    *click Agree*
    *scroll up again and read the rest*
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Narvuntien
    Narvuntien
    ✭✭✭✭✭
    ✭✭
    I think you are right in that resource management vs damage issue is solely in the CP system. Which is why I am fine with the CP changes for this proposed patch even if they aren't what you are asking for, it is a step in the right direction.

    The complete obliteration of all the class passives and skills is just not nessairy they don't need to basically nuke thier own game. They should instead of made some of these changes more gradually allowing them to modify things like the dungeons and sets to be better prepared for the changes.

    Sure remove the easy sustain from CP and force us to build for it if we want to, but then you removed the option to build for it.

    It is kind of annoying because thier explainations are still sound but the implenmentaion seems all wrong.
    Edited by Narvuntien on April 21, 2017 11:39AM
  • stileanima
    stileanima
    ✭✭✭✭
    I think you're spot on with everything here and that you represent what a majority of players are thinking as well. As others have already written, well said, and thank you for taking the time to post something so well thought out. I hope the powers above at ZOS HQ take the time to read through this along with the growing numbers of other posts on this and related topics. +1
    Platform: PC/NA
    Guild: Calamity
    Role: Healer/Damage Dealer

    YouTube | Twitch
  • Nelson_Rebel
    Nelson_Rebel
    ✭✭✭✭✭
    You're spot on man. Nailed it

    @ZOS_GinaBruno
  • jlboozer
    jlboozer
    ✭✭✭✭✭
    This guy gets it...well thought out argument, I hope ZoS listens.
  • Qbiken
    Qbiken
    ✭✭✭✭✭
    ✭✭✭✭✭
    How to properly adress issues with the latest PTS notes. Awsome text @austinwalter87ub17_ESO . Will bookmark and use this as a reference in the future. This is constructive critisism. :)
  • Aionna
    Aionna
    ✭✭✭
    Awesome , well-thought post! I hope they listen this time ...
  • BuddyAces
    BuddyAces
    ✭✭✭✭✭
    Chiming in to say that this is probably the best feedback thread I've read. Liked what you said about putting certain CP in the same "tree". Best idea right there. Wish you were a dev.

    Also, to ZOS, you are never going to balance pve and pvp together. Any nerf because of the opposite playstyle will *** off the other half. With battlegrounds coming, the more vocal pvp will be screaming for nerfs the likes of which this forum hasn't seen. And it's seen plenty.
    They nerfed magsorcs so hard stamsorcs felt it,lol - Somber97866

    I'm blown away by the utter stupidity I see here on the daily. - Wrekkedd
  • austinwalter87ub17_ESO
    austinwalter87ub17_ESO
    ✭✭✭✭✭
    I agree with majority of your points, except this.
    Also, the reason that people don't really need to play a Templar anymore has less to do with their heals and more to do with the nerfs to Repentance and Shards. Now that Undaunted Orbs are basically Shards, and Repentance is useless. Why should I play a Templar? The defining class mechanics which made the Templar so good are now accessible to everyone. Including to the classes that don't lose any potential by having a dedicated healing line.

    I agree that the nerf to Repentance is completely unnecessary. This nerf shouldn't make it to live. But about group support, we all know that the reason Non-Templar healers aren't even allowed to join a raid is because they don't have any ability that can restore stamina to the group. If we want people to accept non-Templar healers, they need something to restore stamina to the group, otherwise, they are as good as a tank that doesn't taunt and debuff the boss. And if we want to gut the chance of Non-Templar healers to join a raid, we might as well remove Templar's DPS capability, if a Sorc cannot heal then it's only fair if a Templar cannot DPS. If anything is Templar's "defining class mechanics which made the Templar so good", that shouldn't be Shard. It can be Rune Focus, it can be the cleanse+AOE HoT (Ritual), it can be Jabs, Beam, BoL, Repentence/Radiant Aura etc, but not Shard. It's like giving Pierce Armour, Heroic Slash and Absorb Magic to DK and tell other classes to go screw themselves they are not allowed to tank.

    I am not saying that the way ZOS tries to implement Shard and Orb is the best way to do it, hell no, "restoring resources based on the missing percentage" or whatever it is, is over the top clunky. But, other classes need an ability to restore stamina, if they ever want a chance to compete with Templar healers. New skills? Changing an ability in the Undaunted skill line? All good, but other classes need their Shard.

    You're viewing things too black and white. I have absolutely 0 issue with sorcs, dks, and night blades being able to built ad healers and doing so effectively.

    I'm fine with them having a way to provide the group stamina even with the orbs change.

    What I'm not okay with is giving other classes access to unique class defining mechanics that Templars possess in order to make these other classes viable. Yes the game needs to support diverse builds, but each class needs to retain independent and unique abilities to separate them from the others.

    With Templars having a class specific healing line. There should always be a slight advantage of choosing them over those whom don't have it. But ripping skills from Templar and giving everyone access to them is not the solution to this.
    PC and PS4 (bring back character transfers please?)
    Templar Extraordinaire
  • UppGRAYxDD
    UppGRAYxDD
    ✭✭✭✭✭
    I agree completely with OP. You said what many templars have been saying all along. I lmao when @ZOS_GinaBruno stated that healing ritual was a spammable...still laughing, but scared too. If the Devs think that this is a spammable or even usable skill, then they know nothing...I truly hope that after 3 years that they actually listen to their customers and loyal fans.
    "Stendarr's mercy be upon you, for the vigil has none to spare."
  • zaria
    zaria
    ✭✭✭✭✭
    ✭✭✭✭✭
    BuddyAces wrote: »
    Chiming in to say that this is probably the best feedback thread I've read. Liked what you said about putting certain CP in the same "tree". Best idea right there. Wish you were a dev.

    Also, to ZOS, you are never going to balance pve and pvp together. Any nerf because of the opposite playstyle will *** off the other half. With battlegrounds coming, the more vocal pvp will be screaming for nerfs the likes of which this forum hasn't seen. And it's seen plenty.
    This, and in the battleground they will have far better data than the chaotic cyrodil
    Was an reason it was resistance to small scale pvp during beta, its easy to use for balancing ignoring anything else
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Karivaa
    Karivaa
    ✭✭✭✭✭
    Once upon a time, we worked hard to get to Vet 16. Then, they messed everything up . . .
Sign In or Register to comment.