ZOS_GinaBruno wrote: »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.
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.
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.
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.
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.
^ This is some extra explanation Gina gave in this thread. BTW, I think I recognize your name from a thread last month or so (the girlfriend-conundrum), hoping this means things worked out for you guys!
darthsithis wrote: »^ This is some extra explanation Gina gave in this thread. BTW, I think I recognize your name from a thread last month or so (the girlfriend-conundrum), hoping this means things worked out for you guys!
Yeah happy medium, no more trials so I can quit playing and do stuff with her while not feeling like I'm screwing over 11 ppl. Promoted my second in command to run the guild, and abstain from hardcore content that demands 4 hour chunks!
Vet maw is never gonna happen, and since I got flawless in vma I don't spend hours doing that crap anymore lol. Just casually play now

Lightspeedflashb14_ESO wrote: »There is a difference between nerfing resource management and what they did.
The only thing that they ought to of touched was the CP cost reduction and the regen.
The "sustain" sets that we have were designed with certain cost reduction in mind, the ones that reduce the cost of ablitys per piece and they somehow got it into their head it was a good idea to reduce the cost reduction on these passives too, it is insane and makes abilities cost too much, my breath of life with the same armor and passives unlocked, went from 2.7k to 3.5k. that is way too mucb of a difference.
They also went overboard with the percentage resource return abilities by capping the return to your level, this ought never change, it provides an interesting choice, resource management or more damage from stacking spell damage or weapon damage.
Tldr: they went overboard.
ZOS has finally decided to do something about the 'unkillable' builds and infinite resource pools...
Wolfenbelle wrote: »ZOS has finally decided to do something about the 'unkillable' builds and infinite resource pools...
This is a PVP issue. Yet, as usual, to fix a PVP problem everyone in the game gets screwed big time. ZOS' refusal to separate the two from a balancing perspective is the single biggest mistake they have made and continue to make.
AcadianPaladin wrote: »Unkillable builds? Infinite resources? Where do I get some of that?
Not sure what the percentage of PvE players are that have that but I sure don't see 'em. I'm a 'normal' player and don't go near 'elite' content or the gear that it generates. Why am I being punished for not getting on the BiS /uber build of the month treadmill?
notimetocare wrote: »Lightspeedflashb14_ESO wrote: »There is a difference between nerfing resource management and what they did.
The only thing that they ought to of touched was the CP cost reduction and the regen.
The "sustain" sets that we have were designed with certain cost reduction in mind, the ones that reduce the cost of ablitys per piece and they somehow got it into their head it was a good idea to reduce the cost reduction on these passives too, it is insane and makes abilities cost too much, my breath of life with the same armor and passives unlocked, went from 2.7k to 3.5k. that is way too mucb of a difference.
They also went overboard with the percentage resource return abilities by capping the return to your level, this ought never change, it provides an interesting choice, resource management or more damage from stacking spell damage or weapon damage.
Tldr: they went overboard.
Half the problem is massive pools and regen based on max resources. It is a needed change for cohesive design.