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The Truth About the Morrowind Templar Nerfs...

Azurulia
Azurulia
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...is actually pretty obvious if you think about it for a moment.

It's a marketing strategy.

How many times in how many games do you recall a new class, role, etc. being very overpowered when introduced, only to be nerfed into the ground/brought down in scale to other things after a month or so?

The Warden is very similar to the Templar in the aspect that it has a healing tree and good utility. So, from a purely marketing standpoint, wouldn't it be in your best interst to make the templar appear less powerful/not as good as the Warden to increase the odds that players will purchase what is required to play it? After the initial hype and "flavor of the month" appeal is over and te initial "gold rush" to aquire the Warden starts to fade, you tune down their power to bring them more inline with the rest of the classes. After ample time has passed, you then buff templars back to roughly where they were before, as their no longer a obstacle to potential sales.

Because at the end of the day, you are a business where the bottom line is king. (So long as the means to that end aren't 'too' damaging)

So I ask again. How many times in how many games do you recall a new class, role, etc. being very overpowered when introduced, only to be nerfed into the ground/brought down in scale to other things after a month or so?

Every one of them.
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  • STEVIL
    STEVIL
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    i cant imagine why nobody has thought of this variant on the #crownspiracy theory before now?

    **cough**search function**cough**

    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Azurulia
    Azurulia
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    STEVIL wrote: »
    i cant imagine why nobody has thought of this variant on the #crownspiracy theory before now?

    **cough**search function**cough**

    Some things need repeating to drive the message home.

    You give "people" too much credit.
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    "Whoever said crime doesn't pay clearly hasn't met Azu." -@Sloris
  • notimetocare
    notimetocare
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    Short version: You are an idiot
    Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.

    Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.

    One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.

    One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.
    Edited by notimetocare on April 24, 2017 1:04PM
  • [Deleted User]
    [Deleted User]
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    The user and all related content has been deleted.
  • Wrecking_Blow_Spam
    Wrecking_Blow_Spam
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    It's true though
    Xbox one EU
    8 Flawless conquerors on all class specs (4 stam, 4 magicka)
    Doesn't stand in red
  • Azurulia
    Azurulia
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    Short version: You are an idiot
    Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.

    Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.

    One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.

    One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.

    Well aren't you just a friendly, radiant bag of sunshine? :tongue:

    I could just as easily bring up counter points to argue, but there isn't much debating with strongly-opinionated narrow mindedness.

    Food for thought, and what have you.
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    "Whoever said crime doesn't pay clearly hasn't met Azu." -@Sloris
  • Cadbury
    Cadbury
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    It's all part of the master plan to bring about a New World Order.

    Wake up

    giphy.gif
    "If a person is truly desirous of something, perhaps being set on fire does not seem so bad."
  • Taylor_MB
    Taylor_MB
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    YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain.

    Have you even played this game?

    So rarely do legitimately broken things get fixed even when being abused and/or complained about*. 90% of what is changed is misguided balance attempts that miss the mark.

    *Clouding swarm, streak, and gapcloser into load screen, to name 3 very obvious ones off the top of my head.
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  • DocFrost72
    DocFrost72
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    Azurulia wrote: »
    Short version: You are an idiot
    Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.

    Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.

    One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.

    One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.

    I could just as easily bring up counter points to argue, but there isn't much debating with strongly-opinionated narrow mindedness.

    Nailed it. Oh, not him, you OP. Look, I know the patch notes seem bad, but since the NDA lifted on how our characters perform, I can tell you with absolute confidence that my templar isn't missing a beat.

    Relax, breathe, nothing is getting nerfed so wardens can be OP. Resources objectively didn't matter last patch. Take it from someone who tested? :)
    Edited by DocFrost72 on April 24, 2017 1:15PM
  • Azurulia
    Azurulia
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    Cadbury wrote: »
    It's all part of the master plan to bring about a New World Order.

    Wake up

    giphy.gif

    Are you certain it is not you that needs to wake up?
    DocFrost72 wrote: »
    Azurulia wrote: »
    Short version: You are an idiot
    Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.

    Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.

    One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.

    One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.

    I could just as easily bring up counter points to argue, but there isn't much debating with strongly-opinionated narrow mindedness.

    Nailed it. Oh, not him, you OP. Look, I know the patch notes seem bad, but since the NDA lifted on how our characters perform, I can tell you with absolute confidence that my templar isn't missing a beat.

    Relax, breathe, nothing is getting nerfed so wardens can be OP. Resources objectively didn't matter last patch. Take it from someone who tested? :)

    Oh I'm not concerned in the slightest tbh. if anything I believe the changes are needed.

    The changes aren't 'that' bad.
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  • zaria
    zaria
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    Azurulia wrote: »
    Short version: You are an idiot
    Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.

    Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.

    One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.

    One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.

    Well aren't you just a friendly, radiant bag of sunshine? :tongue:

    I could just as easily bring up counter points to argue, but there isn't much debating with strongly-opinionated narrow mindedness.

    Food for thought, and what have you.
    Well if they nerfed templar just to make warden an better healer so people should buy morrowind to play warden they are idiots on multiple levels.

    First healing is not an huge selling point, see another tread about this.
    Making warden an ranged stamina dps around as good as magic sorcerer had been very popular and something lots of people has asked for. Warden look good for this, some more stamina morphs and it would be true.

    Making warden an very good healer is also easy, its already strong.



    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Zinaroth
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    Azurulia wrote: »
    STEVIL wrote: »
    i cant imagine why nobody has thought of this variant on the #crownspiracy theory before now?

    **cough**search function**cough**

    Some things need repeating to drive the message home.

    You give "people" too much credit.

    And you give yourself too much credit.
    This has been mentioned countless times over the last week, yet you make this post as if you just had some epiphany and derived wisdom from it that noone else has concieved.
  • sneakymitchell
    sneakymitchell
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    I'm sorry but can we please stop this cry of nerfs... :|
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
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  • MacCait
    MacCait
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    Edited by MacCait on April 24, 2017 1:29PM
  • Azurulia
    Azurulia
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    Zinaroth wrote: »
    Azurulia wrote: »
    STEVIL wrote: »
    i cant imagine why nobody has thought of this variant on the #crownspiracy theory before now?

    **cough**search function**cough**

    Some things need repeating to drive the message home.

    You give "people" too much credit.

    And you give yourself too much credit.
    This has been mentioned countless times over the last week, yet you make this post as if you just had some epiphany and derived wisdom from it that noone else has concieved.

    Is that so?

    And here I thought I was the only one who concluded this.
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  • Cadbury
    Cadbury
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    Azurulia wrote: »
    Cadbury wrote: »
    It's all part of the master plan to bring about a New World Order.

    Wake up

    giphy.gif

    Are you certain it is not you that needs to wake up?

    The woods are lovely, dark, and deep. But I have promises to keep, and miles to go before I sleep. - Robert Frost

    Also, coffee.
    "If a person is truly desirous of something, perhaps being set on fire does not seem so bad."
  • Azurulia
    Azurulia
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    MacCait wrote: »

    That is very impressive that you took the time to write, structure, and articulate all that. I used to make posts like those, but I've become far too cynical and jaded after a decade and a half of trying to help, only to watch games flop or bleed out due to poor decision making.

    You are a better man than I, so I must tip my hat to you, good sir. Keep up the good fight.
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  • Narvuntien
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    What is with people and thier non-stop conspiracy theories?

    Every single change to the game that is made, there is someone is going on about how it is just some money making scheme to exploit all the players for cash. Are you all mentally ill? It is stuff like this that makes it extremely difficult to give actual feedback, especially important when the changes suck.The best possible way for them to get our money is to make a good game

    Never attribute to malice that which can be attributed to incompertence, they just think this is what is best for thier game, we think they are wrong. If this is a marketing stratgey it is a terrible one. Herp derp I got a marketing stratgey just before we release a big expansion we have all worked hard on. Lets nerf everything, yes everything, and make sure it is a big nerf so that all players have to give up on all progression they have made and have to go get totally different gear. That'll be great, It definately wont get a large number of players (particularly new ones) to quit because they feel like you wasted thier time.
    Edited by Narvuntien on April 24, 2017 2:01PM
  • Tommy_The_Gun
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    Thankfully ZOS can't nerf NB anymore because at this point there is nothing more left to be nerfed :o

    btw. What surprises me the most is that Sorcerer is almost unchanged. An already OP class (when compared to others) is getting almost no changes while other classes are getting wrecked...
    this-is-just-weird.jpg
  • colig
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    My previous experience of something like this is back in Guild Wars 1. By the end of the game's development, they had released four expansion classes, in addition to the base of six. Of those four, three of them (Assassin, Dervish and Paragon) were so horribly broken that some of their key skills had to be reworked. The fourth -- Ritualist -- was also overpowered, but in a less apparent way. Notably, I felt that this happened because these classes added new mechanics to the game that were not fully understood until later.

    I'm not sure if the Warden has abilities that changed the game so markedly the way these other classes in GW1 did. It seems like it is simply an easier exercise to file down key aspects of the existing classes to allow the new one a viable niche; after all, no such niche existed when the four classes were expected to do everything possible in the game.
  • xeNNNNN
    xeNNNNN
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    Short version: You are an idiot
    Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.

    Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.

    One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.

    One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.

    I agree, However the truth is that with a small sample pool making sweeping changes on a large scale only hurts the balance more than a series of constant tweaks.
    Ah, e-communities - the "pinnacle" of the internet............yeah, right.
  • STEVIL
    STEVIL
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    One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.

    variant on this is when you launch a PTS first release should be aimed at "too far" for the same reason. pain will show up quicker than "not quite there" and guide your results. Anyone who has even runa binary search function knows it better to have a result which directs you back towards where you were than one outward.

    if the first PTS week wasn't showing too much on anything, you did not judge the changes correctly.
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • STEVIL
    STEVIL
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    xeNNNNN wrote: »
    Short version: You are an idiot
    Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.

    Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.

    One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.

    One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.

    I agree, However the truth is that with a small sample pool making sweeping changes on a large scale only hurts the balance more than a series of constant tweaks.

    but the truth is that a series of smaller tweaks each changing significant things hurts your players a lot more than one big change. Imagine a series of monthly changes that each reset some of the top end builds and medium end builds and class functions - regear, regear regear.respec respec.

    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • TwinStripeUK
    TwinStripeUK
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    Short version: You are an idiot
    Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.

    Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.

    One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.

    One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.

    Agreed (okay, maybe not with the 'idiot' part, but certainly with the rest). As someone who plays three templars (two mag, one stam) I can freely admit that they are all high powered enough to make them push out the other classes for a lot of roles. Just yesterday my Stamplar was one-hitting Harvesters with Power of the Light and no additional damage (and that's supposed to be a debuff, FFS). That's broken, and broken stuff needs fixing, regardless of how validating we might feel all that power is.

    So Repentance and Spears got nerfed? Templars have just been 'easy mode' for way too long now (yes, even the Stamplars) and not once while playing one have I even felt the need to check my resource management because it's virtually non-existent, and that shifts balance away from the other classes, so something had to happen.

    Will Warden be OP when it drops? Definitely, but that's true of any new class introduced into an MMO. Will it become the 'healer of choice'? Probably not, as it will still get outclassed by Sorcs or Templars with Resto and a decent pool. Is it part of some grand scheme to sell an expansion pack? If you're paying $50 just to play one class (and maybe just half of one class), then it really doesn't require much machination to pull the wool over your eyes.

    It'll all get balanced within a couple of months. Thanks to the inevitable whining that StamWars 'just aren't strong enough', all stamina based classes will get a bit of love back (because the nerfs to CP cost reduction/regen will make it hard not to apply those balances across the board). Everyone will be happy until the next change they don't like and it's time to break out the tinfoil and pitchforks again...
    Edited by TwinStripeUK on April 25, 2017 11:12AM
  • Galwylin
    Galwylin
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    I'm starting to think that perhaps there won't be any love returned. What could help with the new resource management we'll be struggling with? New sets? Well, how fortunate for us they're introducing fifteen. And they have to be better than the previous ones because that's just silly not to in a new DLC. Its not about the OP warden. Its for more OP sets like we don't have enough. Skill based to item based is where we're heading. Items are much easier to nerf. For one, its not taken as a personal attack like the upcoming nerfs are. Its an item, not your character. We see what nerfing a character is like so no need to do it more than once. But if items are problematic, poof, done. You get a new item set. Problems? Poof, done. Just follow the hoops. Don't pay attention to broken and useless skills, this pretty set will fix that. Poof, oops. Well, try this one...etc.
  • akl77
    akl77
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    Well, between Templar and warden, I think I'll like warden better.
    I like the pets assistance and it's fresh and new.
    Pc na
  • dodgehopper_ESO
    dodgehopper_ESO
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    STEVIL wrote: »
    i cant imagine why nobody has thought of this variant on the #crownspiracy theory before now?

    **cough**search function**cough**

    I've already suggested it somewhere on the forums, but the truth of the matter is I don't consider it overly diabolical. The part that bothers me about the Templar more has to do with the fact that the class is really just losing its identity all around, and becomes increasingly less fun to play as the years progress. I think that issue is the greater issue.

    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • JR_Returns
    JR_Returns
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    Short version: You are an idiot
    Long version: Balance is far from easy, new classes and skill lines often release overpowered because introducing entirely new skills into a game is not easy.

    Templar nerfs come specifically from the fact that if they remained as they are now, nothing would ever be as valuable. Pre-nerf, If you wanted a main healer it was Templar. Nothing else, ever, for any good reason. Repentence, spears, a no-aim power heal. Templars needed pulled down a good peg. The changes my be overkill, but from what I have seen of people actually playing on the beta, it seems like Templars are still doing just fine, they just arent default number one.

    One of my favorite developer statements comes from Overwatch's Jeff Kaplan, cant find the full quote atm, too lazy, but basically it outlines how hard it is to use a small sample size to balance anything. Internal testing, even the closed beta, it isnt enough to really see what is going to be broken. They had issues in Overwatch which has far less skills per hero than characters have in really any MMORPG. Trust me, you do not have a single idea what you are talking about if you think imbalance is a marketing ploy used by mmo companies.

    One other important thing to note, it is always better to error on the side of making something new overpowered. YOu get much better data on what needs changed when something is overkill. More people play it, more people abuse it, more people complain. When something is weak, it doesnt get played and it takes longer ot get useful data.

    I take your point, however I don't agree that the original poster is a idiot. ZOS have proved over the years that they are incapable of balancing the game, so making thing even more complicated by adding another class is an act of lunacy that can only be explained by marketing pressure or total incompetence and for all their faults I don't believe that they are incompetent..
  • Silver_Strider
    Silver_Strider
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    I'm gonna disagree with on several things.

    1st, Templar is still the best healer and nothing Warden offers tops Templar Healers, even in its weaker state.

    2nd, Not every class introduced in an Expansion of an MMO is OP. FFXIV is a good example of this as in the Heavensward expansion, 2 of the 3 classes introduces were incredibly underwhelming amd weren't brought up to a good level until a year or so after the expansion launched. The 3rd class was left largely alone until 2 years later, in the recent Stormblood Expansion that nerfed it but so was every other class in some way or another.
    Argonian forever
  • the_man_of_steal
    the_man_of_steal
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    From a business standpoint, the client/customer remains loyal when he or she has consistent performance on a character they invested hundreds of hours into developing. Making major changes even temporary ones that eliminate the advantages of a certain character only serves to alienate a large player base and makes other observing players wary of investing highly into further developing their characters. Additionally, long term customers are always the most important for a company because it eliminates the need to spend an exorbitant amount of money on advertising. So it behooves ZOS to keep all classes consistently important while innovating new classes and races into the game to draw new gamers and keep older ones.
This discussion has been closed.