Joy_Division wrote: »Question, @Cinbri , @Joy_Division and everyone else:
- what do we do with total dark? I know Cinbri mentioned it's in a good spot, but I can't but feel it still needs some love.
- should total dark get a similar treatment as UC? Except with a different effect that's delayed? What about a strong HoT?
I feel like our talk on UC has overshadowed TD to the point where they may have missed our feedback on it.
I think Unstable Core has potential, though Cinbri's explanation of how easy it is to mitigate undermines it too much. Total Dark is entirely dependent on the target's cooperation to take any damage and that is something even unthinking NPCs manage to avoid so I cannot see why a Templar would use that morph in any content or instance the game has to offer.
Someone earlier in the thread unfavorably contrasted Eclipse with other class specific skills meant to defend them and I thought is was insightful. All the other class skills defend against every enemy and Eclipse only does against one ... maybe. Such a specialized ability by nature needs to be noticeably stronger than more versatile and generalized counterparts and Eclipse isn't.
Well; I think if UC is to give at least damage if broke early and provided they make it unblockable "CC" and damage (seeing how the breakfree itself provides a built in block) that would be the only way I could make use out of it. For Total Dark; I like the idea of a HOT being applied to the Templar if broken early.
Joy_Division wrote: »Question, @Cinbri , @Joy_Division and everyone else:
- what do we do with total dark? I know Cinbri mentioned it's in a good spot, but I can't but feel it still needs some love.
- should total dark get a similar treatment as UC? Except with a different effect that's delayed? What about a strong HoT?
I feel like our talk on UC has overshadowed TD to the point where they may have missed our feedback on it.
I think Unstable Core has potential, though Cinbri's explanation of how easy it is to mitigate undermines it too much. Total Dark is entirely dependent on the target's cooperation to take any damage and that is something even unthinking NPCs manage to avoid so I cannot see why a Templar would use that morph in any content or instance the game has to offer.
Someone earlier in the thread unfavorably contrasted Eclipse with other class specific skills meant to defend them and I thought is was insightful. All the other class skills defend against every enemy and Eclipse only does against one ... maybe. Such a specialized ability by nature needs to be noticeably stronger than more versatile and generalized counterparts and Eclipse isn't.
Maybe TD could be a self buff that forces the enemy to decide if it should attack or wait out the duration? That would solve the "single target issue". But that requires cc immunity to be removed, and wrobel stated they will do no such thing. It's literally imprisoned by the design intent; which I consider a failure in design not application and nothing irks me more than ideas that can't progress because they are stuck behind a "wall".
I agree on your assessment that it's too much risk for reward. in fact there is no reward for running TD. At least UC will be granting some DMG and has potential to be a worthy skill that will see use in PvP (if they can fix the bugs and make the DMG unblockable).
Joy_Division wrote: »Question, @Cinbri , @Joy_Division and everyone else:
- what do we do with total dark? I know Cinbri mentioned it's in a good spot, but I can't but feel it still needs some love.
- should total dark get a similar treatment as UC? Except with a different effect that's delayed? What about a strong HoT?
I feel like our talk on UC has overshadowed TD to the point where they may have missed our feedback on it.
I think Unstable Core has potential, though Cinbri's explanation of how easy it is to mitigate undermines it too much. Total Dark is entirely dependent on the target's cooperation to take any damage and that is something even unthinking NPCs manage to avoid so I cannot see why a Templar would use that morph in any content or instance the game has to offer.
Someone earlier in the thread unfavorably contrasted Eclipse with other class specific skills meant to defend them and I thought is was insightful. All the other class skills defend against every enemy and Eclipse only does against one ... maybe. Such a specialized ability by nature needs to be noticeably stronger than more versatile and generalized counterparts and Eclipse isn't.
Maybe TD could be a self buff that forces the enemy to decide if it should attack or wait out the duration? That would solve the "single target issue". But that requires cc immunity to be removed, and wrobel stated they will do no such thing. It's literally imprisoned by the design intent; which I consider a failure in design not application and nothing irks me more than ideas that can't progress because they are stuck behind a "wall".
I agree on your assessment that it's too much risk for reward. in fact there is no reward for running TD. At least UC will be granting some DMG and has potential to be a worthy skill that will see use in PvP (if they can fix the bugs and make the DMG unblockable).
You nailed it. Not only is it locked into the arbitrary framework of its original design, it's once again being tweaked without a single thought toward stamplar/tank/hybrid utility. I absolutely despise the false dichotomy of stamina/magicka in this game and how often the devs reinforce it.
This is a perfect opportunity to make the damned thing useful for every type of Templar while still costing magicka.
1) Make it deal damage as a % of the targets direct damage dealt.
2) Make Total Dark STEAL a % of all healing done to the target for the duration.
3) Make Unstable Core deal a % of the target's max health before mitigation, unblockable.
There. Everyone can use it.
Can we please keep in mind that full-magicka Templar is not the only build type? You guys are all very insightful, smart players but you seem to have the same tunnel-vision toward Templar that ZOS does sometimes
For tanks it would be nice if you introduce any HP-scaling heal....like DKs have...dragonblood is OP as f***, and is really THE ability making DK-tanks a lot more independent from healers than any other tank...
FlamingBeard wrote: »@Cinbri also another thought; what happens after you break free? If it applies the DMG from the time bomb, is there enough time to block? Or does it count it right after you break free forcing the DMG to apply before another action can take place?
If they don't break free and just block, then that is a problem because templars don't have an unblockable cc like everyone else just received in this pts patch to force the DMG to go through. Of course this reduces the flexibility and the consistency of the spell, since we have to assume the best players will use an immunity pot prior to engaging further reducing the consistency of this ability.
Every other class gets a way to reduce hits taken; Ball of Lightning (Sorcerer), Dragon Fire Scale (Dragonknight), Shimmering Shield (Warden), and Shadowy Disguise (Nightblade)...
And Templar gets... a targeted, high-cost, low-effectiveness, CC breakable non-CC...
Just LOL is all I have to say.
The pain we suffer due to the ability to purge debuffs with a hot, slot a ranged class execute, mag based gap closer thats undodgeable, access to a spamable undodgeable/unreflected DPS ability that also procs extra DMG, ranged major prophecy buff with a dot, 10% extra DMG on blocking targets, a cheap rune that gives both minor protection/vitality with major armor buffs and a powerful burst heal.
Everyone has access to a purge....
Our execute is broken, it doesnt scale correctly..
Worst/least reliable gap closer in the game....
That dps ability is a melee ranged channel...
Slotting prophecy is attainable by everyone by slotting magelight....
Great our damage buff is 10% more on blocking targets. Soo instead of my hard hitting ability doing 2k vs a target that blocks, it now does 2.2k. Yipeee.....
Ok rune is great, ill admitt that.
Templars heal is great but im not even gurateed to recieve the heal from it. Whenever i cast a heal with 2 or more people around, i have to double sometimes triple cast it.
So yeah try again...
For tanks it would be nice if you introduce any HP-scaling heal....like DKs have...dragonblood is OP as f***, and is really THE ability making DK-tanks a lot more independent from healers than any other tank...
I agree with your idea, but what makes DK tanks more independent is the ability to use magicka to cast a 30% shield... that regens 5% stam... while never dropping block. No other class can trade one resource for another without dropping block (the shield is some extra-delicious frosting).
ZOS_Wrobel wrote: »We’d like to address a couple topics we’ve seen recently, and give you an idea of some things we’ll be iterating on. First, let’s chat about Unstable Core, which we want to make more appealing. In short, we’re looking at making the explode deal more damage, especially since this ability is pretty expensive to use. We’ve also seen some of you suggest that this ability should apply damage to CC-immune targets. However, this would allow you to circumvent the natural cooldown of the ability, so this isn’t something we’d likely implement.
Another piece of feedback we saw was that Solar Barrage should not be interruptable since it's a melee ranged ability. We agreed with this feedback, and actually made this change in the last PTS patch.
Lastly, we’ve seen some of you mention that the damage from Radiant Destruction and Biting Jabs appears to be incorrect. We’re digging into this, and will let you all if we need additional information.
Thanks to everyone for hopping on the PTS and testing out these changes! Please continue to post feedback as you’re able.
5. CP bugs - the worst class bugs, it should be first priority fix. And we cant ignore it anymore since there will be no no-CP bgs. Reported it in bug section but will duplicate here:
1. Sweeps - doesn't count as direct damage but as dot, so it buffed by Elem Expert and Thaumaturge. But than why does Ironclad count is as direct attack and does reduce damage from enemy sweeps in addition to Thickskinned and Elem Defender? Instead of fix Ironclad just make Sweeps to be threated as direct damage, it will help a lot to Templar dps, especially in pve.
Mystrius_Archaion wrote: »The problem is that templars have way more easy self-healing than Sorcerers get. Ritual of Retribution and Puncturing Sweep is almost all you need to solo world bosses and at least normal mode dungeons.
While both templar abilities have their upsides, they still are nowhere near close to what a Sorc can get away with. You only need to cast power surge and you will get a nice and juicy heal whenever you crit. And you can get that heal with any damage that actually crits...at a long range too. With Sweeps you always need to be near your target and are locked into a channel, while a Sorc can cast all kinds of abilities from a safe distance.
I am by no means a good player, maybe mediocre....but it was much easier for me to complete vMA with my sorc compared to my Templar.
Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »The problem is that templars have way more easy self-healing than Sorcerers get. Ritual of Retribution and Puncturing Sweep is almost all you need to solo world bosses and at least normal mode dungeons.
While both templar abilities have their upsides, they still are nowhere near close to what a Sorc can get away with. You only need to cast power surge and you will get a nice and juicy heal whenever you crit. And you can get that heal with any damage that actually crits...at a long range too. With Sweeps you always need to be near your target and are locked into a channel, while a Sorc can cast all kinds of abilities from a safe distance.
I am by no means a good player, maybe mediocre....but it was much easier for me to complete vMA with my sorc compared to my Templar.
The healing from Puncturing Sweep scales with amount of enemies though, and it starts nearly as good as the sorcerer Power Surge heal value. Just 2 enemies in the AoE makes the heal from Puncturing Sweep better, easily.
The templar also gets healing from Ritual of Retribution and potentially Radiant Glory and Purifying Light while also having instant heals that don't require a pet in Breath of Life.
Maybe you think it a disadvantage to be in melee range, but I prefer melee range since it keeps enemies in range of my AoEs while making it a lot easier to just walk out of cone attacks that need to be dodged from farther back. Templars have a lot of tools to survive in melee range as well with just a little bit of movement to keep enemies in front for Puncturing Sweep.
do not compare power surge with sweeps... different purposes
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.
Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »The problem is that templars have way more easy self-healing than Sorcerers get. Ritual of Retribution and Puncturing Sweep is almost all you need to solo world bosses and at least normal mode dungeons.
While both templar abilities have their upsides, they still are nowhere near close to what a Sorc can get away with. You only need to cast power surge and you will get a nice and juicy heal whenever you crit. And you can get that heal with any damage that actually crits...at a long range too. With Sweeps you always need to be near your target and are locked into a channel, while a Sorc can cast all kinds of abilities from a safe distance.
I am by no means a good player, maybe mediocre....but it was much easier for me to complete vMA with my sorc compared to my Templar.
The healing from Puncturing Sweep scales with amount of enemies though, and it starts nearly as good as the sorcerer Power Surge heal value. Just 2 enemies in the AoE makes the heal from Puncturing Sweep better, easily.
The templar also gets healing from Ritual of Retribution and potentially Radiant Glory and Purifying Light while also having instant heals that don't require a pet in Breath of Life.
Maybe you think it a disadvantage to be in melee range, but I prefer melee range since it keeps enemies in range of my AoEs while making it a lot easier to just walk out of cone attacks that need to be dodged from farther back. Templars have a lot of tools to survive in melee range as well with just a little bit of movement to keep enemies in front for Puncturing Sweep.
After playing a Sorc for the last few months I can say one thing about Power Surge where it is greatly better than Sweeps; if you are stunned and you have put down any kind of DoT's or delayed damage, the heals from Power Surge keep ticking away. When you get stunned as a Templar those heals stop.
That's on top of a pretty big shield to help cover that health bar. When I get stunned on my Templar it feels like a critical moment, on my Sorc it feels much easier to ride it out.
Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »The problem is that templars have way more easy self-healing than Sorcerers get. Ritual of Retribution and Puncturing Sweep is almost all you need to solo world bosses and at least normal mode dungeons.
While both templar abilities have their upsides, they still are nowhere near close to what a Sorc can get away with. You only need to cast power surge and you will get a nice and juicy heal whenever you crit. And you can get that heal with any damage that actually crits...at a long range too. With Sweeps you always need to be near your target and are locked into a channel, while a Sorc can cast all kinds of abilities from a safe distance.
I am by no means a good player, maybe mediocre....but it was much easier for me to complete vMA with my sorc compared to my Templar.
The healing from Puncturing Sweep scales with amount of enemies though, and it starts nearly as good as the sorcerer Power Surge heal value. Just 2 enemies in the AoE makes the heal from Puncturing Sweep better, easily.
The templar also gets healing from Ritual of Retribution and potentially Radiant Glory and Purifying Light while also having instant heals that don't require a pet in Breath of Life.
Maybe you think it a disadvantage to be in melee range, but I prefer melee range since it keeps enemies in range of my AoEs while making it a lot easier to just walk out of cone attacks that need to be dodged from farther back. Templars have a lot of tools to survive in melee range as well with just a little bit of movement to keep enemies in front for Puncturing Sweep.
After playing a Sorc for the last few months I can say one thing about Power Surge where it is greatly better than Sweeps; if you are stunned and you have put down any kind of DoT's or delayed damage, the heals from Power Surge keep ticking away. When you get stunned as a Templar those heals stop.
That's on top of a pretty big shield to help cover that health bar. When I get stunned on my Templar it feels like a critical moment, on my Sorc it feels much easier to ride it out.
Break free and more sweeps. Also, Ritual of Retribution and Purifying light don't stop when stunned.
Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »The problem is that templars have way more easy self-healing than Sorcerers get. Ritual of Retribution and Puncturing Sweep is almost all you need to solo world bosses and at least normal mode dungeons.
While both templar abilities have their upsides, they still are nowhere near close to what a Sorc can get away with. You only need to cast power surge and you will get a nice and juicy heal whenever you crit. And you can get that heal with any damage that actually crits...at a long range too. With Sweeps you always need to be near your target and are locked into a channel, while a Sorc can cast all kinds of abilities from a safe distance.
I am by no means a good player, maybe mediocre....but it was much easier for me to complete vMA with my sorc compared to my Templar.
The healing from Puncturing Sweep scales with amount of enemies though, and it starts nearly as good as the sorcerer Power Surge heal value. Just 2 enemies in the AoE makes the heal from Puncturing Sweep better, easily.
The templar also gets healing from Ritual of Retribution and potentially Radiant Glory and Purifying Light while also having instant heals that don't require a pet in Breath of Life.
Maybe you think it a disadvantage to be in melee range, but I prefer melee range since it keeps enemies in range of my AoEs while making it a lot easier to just walk out of cone attacks that need to be dodged from farther back. Templars have a lot of tools to survive in melee range as well with just a little bit of movement to keep enemies in front for Puncturing Sweep.
Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »The problem is that templars have way more easy self-healing than Sorcerers get. Ritual of Retribution and Puncturing Sweep is almost all you need to solo world bosses and at least normal mode dungeons.
While both templar abilities have their upsides, they still are nowhere near close to what a Sorc can get away with. You only need to cast power surge and you will get a nice and juicy heal whenever you crit. And you can get that heal with any damage that actually crits...at a long range too. With Sweeps you always need to be near your target and are locked into a channel, while a Sorc can cast all kinds of abilities from a safe distance.
I am by no means a good player, maybe mediocre....but it was much easier for me to complete vMA with my sorc compared to my Templar.
The healing from Puncturing Sweep scales with amount of enemies though, and it starts nearly as good as the sorcerer Power Surge heal value. Just 2 enemies in the AoE makes the heal from Puncturing Sweep better, easily.
The templar also gets healing from Ritual of Retribution and potentially Radiant Glory and Purifying Light while also having instant heals that don't require a pet in Breath of Life.
Maybe you think it a disadvantage to be in melee range, but I prefer melee range since it keeps enemies in range of my AoEs while making it a lot easier to just walk out of cone attacks that need to be dodged from farther back. Templars have a lot of tools to survive in melee range as well with just a little bit of movement to keep enemies in front for Puncturing Sweep.
After playing a Sorc for the last few months I can say one thing about Power Surge where it is greatly better than Sweeps; if you are stunned and you have put down any kind of DoT's or delayed damage, the heals from Power Surge keep ticking away. When you get stunned as a Templar those heals stop.
That's on top of a pretty big shield to help cover that health bar. When I get stunned on my Templar it feels like a critical moment, on my Sorc it feels much easier to ride it out.
Break free and more sweeps. Also, Ritual of Retribution and Purifying light don't stop when stunned.
Yepp right, in my opinion the only problem with sweeps is the area, it has a small area, a few more meters would make a big difference
Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »The problem is that templars have way more easy self-healing than Sorcerers get. Ritual of Retribution and Puncturing Sweep is almost all you need to solo world bosses and at least normal mode dungeons.
While both templar abilities have their upsides, they still are nowhere near close to what a Sorc can get away with. You only need to cast power surge and you will get a nice and juicy heal whenever you crit. And you can get that heal with any damage that actually crits...at a long range too. With Sweeps you always need to be near your target and are locked into a channel, while a Sorc can cast all kinds of abilities from a safe distance.
I am by no means a good player, maybe mediocre....but it was much easier for me to complete vMA with my sorc compared to my Templar.
The healing from Puncturing Sweep scales with amount of enemies though, and it starts nearly as good as the sorcerer Power Surge heal value. Just 2 enemies in the AoE makes the heal from Puncturing Sweep better, easily.
The templar also gets healing from Ritual of Retribution and potentially Radiant Glory and Purifying Light while also having instant heals that don't require a pet in Breath of Life.
Maybe you think it a disadvantage to be in melee range, but I prefer melee range since it keeps enemies in range of my AoEs while making it a lot easier to just walk out of cone attacks that need to be dodged from farther back. Templars have a lot of tools to survive in melee range as well with just a little bit of movement to keep enemies in front for Puncturing Sweep.
Melee has always been a Magicka Templar's strength, imo. Ritual of Retribution, Channeled Focus, Sweeps all require us to be in melee range. And to be on the offensive, we need to be jabbing. The lack of mobility outside of Mist has required us to play in melee range, and that seems to be what the devs wanted us to do. The whole defend our home thing.
But this is what has made the current Total Dark effective. It was viable against Magicka NBs and Sorcs. And it was good against any Stam that used a bow. And the unbreakable part was the key thing. Sure, an enemy player could stop attacking and just buff up or run away, but it allowed me to gap close to them and set down my "home" again. Being a "soft" cc also meant that I could stun them before the unbreakable part finished, too.
I am highly disappointed that this unbreakable part of Eclipse is being taken away. There needs to be something that makes "breaking free" more punishable. And there needs to be a cc immunity check so that I do not waste Magicka by casting the spell on someone who is cc immune. It's just silly to be casting something that costs Magicka that does absolutely nothing.
Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »The problem is that templars have way more easy self-healing than Sorcerers get. Ritual of Retribution and Puncturing Sweep is almost all you need to solo world bosses and at least normal mode dungeons.
While both templar abilities have their upsides, they still are nowhere near close to what a Sorc can get away with. You only need to cast power surge and you will get a nice and juicy heal whenever you crit. And you can get that heal with any damage that actually crits...at a long range too. With Sweeps you always need to be near your target and are locked into a channel, while a Sorc can cast all kinds of abilities from a safe distance.
I am by no means a good player, maybe mediocre....but it was much easier for me to complete vMA with my sorc compared to my Templar.
The healing from Puncturing Sweep scales with amount of enemies though, and it starts nearly as good as the sorcerer Power Surge heal value. Just 2 enemies in the AoE makes the heal from Puncturing Sweep better, easily.
The templar also gets healing from Ritual of Retribution and potentially Radiant Glory and Purifying Light while also having instant heals that don't require a pet in Breath of Life.
Maybe you think it a disadvantage to be in melee range, but I prefer melee range since it keeps enemies in range of my AoEs while making it a lot easier to just walk out of cone attacks that need to be dodged from farther back. Templars have a lot of tools to survive in melee range as well with just a little bit of movement to keep enemies in front for Puncturing Sweep.
After playing a Sorc for the last few months I can say one thing about Power Surge where it is greatly better than Sweeps; if you are stunned and you have put down any kind of DoT's or delayed damage, the heals from Power Surge keep ticking away. When you get stunned as a Templar those heals stop.
That's on top of a pretty big shield to help cover that health bar. When I get stunned on my Templar it feels like a critical moment, on my Sorc it feels much easier to ride it out.
Break free and more sweeps. Also, Ritual of Retribution and Purifying light don't stop when stunned.
Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »Mystrius_Archaion wrote: »The problem is that templars have way more easy self-healing than Sorcerers get. Ritual of Retribution and Puncturing Sweep is almost all you need to solo world bosses and at least normal mode dungeons.
While both templar abilities have their upsides, they still are nowhere near close to what a Sorc can get away with. You only need to cast power surge and you will get a nice and juicy heal whenever you crit. And you can get that heal with any damage that actually crits...at a long range too. With Sweeps you always need to be near your target and are locked into a channel, while a Sorc can cast all kinds of abilities from a safe distance.
I am by no means a good player, maybe mediocre....but it was much easier for me to complete vMA with my sorc compared to my Templar.
The healing from Puncturing Sweep scales with amount of enemies though, and it starts nearly as good as the sorcerer Power Surge heal value. Just 2 enemies in the AoE makes the heal from Puncturing Sweep better, easily.
The templar also gets healing from Ritual of Retribution and potentially Radiant Glory and Purifying Light while also having instant heals that don't require a pet in Breath of Life.
Maybe you think it a disadvantage to be in melee range, but I prefer melee range since it keeps enemies in range of my AoEs while making it a lot easier to just walk out of cone attacks that need to be dodged from farther back. Templars have a lot of tools to survive in melee range as well with just a little bit of movement to keep enemies in front for Puncturing Sweep.
After playing a Sorc for the last few months I can say one thing about Power Surge where it is greatly better than Sweeps; if you are stunned and you have put down any kind of DoT's or delayed damage, the heals from Power Surge keep ticking away. When you get stunned as a Templar those heals stop.
That's on top of a pretty big shield to help cover that health bar. When I get stunned on my Templar it feels like a critical moment, on my Sorc it feels much easier to ride it out.
Break free and more sweeps. Also, Ritual of Retribution and Purifying light don't stop when stunned.
Thanks for the advice. I was just making a point that when I'm soloing Veteran dungeons, sometimes an ill timed stun will kill my Templar, whereas on my Sorc it's not such a big deal.
GallantGuardian wrote: »Tamplars need a reliable multi target cc that immobilizes
Templars need a reliable way to gain back resources
Templars need better defensive measures for tankplars
Please address devs
GallantGuardian wrote: »Tamplars need a reliable multi target cc that immobilizes
Templars need a reliable way to gain back resources
Templars need better defensive measures for tankplars
Please address devs
Pls we dnt wanna an op char. The problem is the no mobility and the easy way how people can go out of puncturing, as i said an expedition buff on the new solar barrage (cast time) is a good solution
Question, @Cinbri , @Joy_Division and everyone else:
- what do we do with total dark? I know Cinbri mentioned it's in a good spot, but I can't but feel it still needs some love.
- should total dark get a similar treatment as UC? Except with a different effect that's delayed? What about a strong HoT?
I feel like our talk on UC has overshadowed TD to the point where they may have missed our feedback on it.
Question, @Cinbri , @Joy_Division and everyone else:
- what do we do with total dark? I know Cinbri mentioned it's in a good spot, but I can't but feel it still needs some love.
- should total dark get a similar treatment as UC? Except with a different effect that's delayed? What about a strong HoT?
I feel like our talk on UC has overshadowed TD to the point where they may have missed our feedback on it.
Total Dark is in much better position that UC, just like it always was. And different mechanics allow to choose morphs that better fit your playstyle. TD don't have on-break effect but it has strong debuff effect that making enemy almost a no threat for Templar and by this forcing him to CC Break. I hope free cc immunity will be fixed to make skill more usefull, but even now I imagine in my bg matches what would happen if I used TD instead of toppling charge, and anywhere where I don't need mobility result would be much stronger, for example vs stamknight: he always permasnare and permablocking making it impossible to land your Toppling to CC him, but now with TD I can cast it on him and be like "how do you block this, huh?" and he permablock as long as he want but it wont save him from forcing to waste stamina on break free and if he wont do it all his attacks will be just moskitos bites that I can freely ignore even if he decides to land his super-omega-combo on me, and if he will continue attack while permablocking he will drain his own stamina anyway and for duration of debuff his stamina loss will be equal to stamina loss of CC Break. Toppling is hardly punishing enemy mobility when enemy CC beak immideately anyway, but TD simply will deal more damage that Charge coz it always happen at least 2-3 attacks before enemy realise that he is CCed (also coz bubble has rendering problems and in laggy fights it will be visible on screen only couple seconds later). And that CC that not just deal more damage that Charge but also grant survivability to Templar, and that especially will be good when you 1vX where your Charge or Aurora wont be very helpfull and overall unreliable but with TD you can apply undodgeable/unblockable debuff that enemy have to break, and just by experience it will always proc several times before enemy CC Break, transforming it into CC that also heal you, you can drop off block for its duration coz enemy wont hurt you hard enough. But if TD would restore your stamina instead of healing it would be even better, tho seems wont happen.
Also with slotting TD I could finally remorph my Toppling Charge into Explosive and transform it into gap-closer undodgeable AoE with undodgeable interrupt. That will be even stronger given that medium armor might become stronger than next update.
UC on other side don't have strong effect during debuff but effect on break free - more offensive morph. But currently it just so weak that I don't even think of morphing it. In theory it could serve as AoE+CC since its damage is equal to 1 tick of Solar Barrage, but unlike Barrage it cost much more and proc only once while solar bomb visual is misleading coz it while its radius looks big defacto it not 8m aoe.
Anyway having at least solo-target root would be much stronger, once again coz changes to armor. Doubt it will happen but if both morphs would apply root after expire woul make them much better even if like Petrify it have to get restricitons like shorter range (and as melee Templar I wouldn't mind of such restriction)
P.S.: on even more negative side with all side changes for new Templar builds it will be hard to find a spot for Eclipse simply coz there is too many good Templar skills nowdays and only 10 skillslots..