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PTS Update 16 - Feedback Thread for Templar

  • Minno
    Minno
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    DeHei wrote: »
    I allready dont write here anything, because its so frustrating how the templar get nerf after nerf... now they writed to give us a buff. Everybody was hoping for CC or something like a real buff...
    And then they changed 2 skills.. WTF?
    They were not useful in 95% of all situations and they will never be useful anytime. You should delete this skills better and rework them to really needful things!

    Templar dont need something more then CC and a good escape. We need a slightly damagebuff for stamina and a bit bigger one for magicka. Together with that you should think to make a sun shield morph, which is calculated with max magicka. Why not giving a shield, which is calculated over max stamina too. Atm the blazing shield is just used from some last guys as tank in PvE.. But really as templartank you dont need this. It doesnt give you or your group any defensive buffs, so why i should use a shield, what is only effective, when i stack 60k health or more?

    Pls work on templars right problems and dont create new problems...

    I can see why they want templars to have a unique cc immunity. It looks like they want us to better control the battlefield, which had been missing since the original total dark spell and the removal of our AOE miss chance.

    But it is frustrating :(.

    For blazing shield, remember it's DMG does proc burning light, which is already hybrid DMG. The only problem is that its so stupid expensive and requires the enemy to hit you to proc it. The second morph does have reduced cost and the DMG is done in an AOE circle (which now that I think about it, this is the solar barrage mobile morph you are taking about @Cinbri!)

    They should reduce the cost down or add another DMG component with the same costs, but keep the shield value scaled off health. This way it wouldn't matter that it's a small shield, it's being used to return DMG and punish players for getting close.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • DisgracefulMind
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    maxjapank wrote: »
    maxjapank wrote: »
    Feanor wrote: »
    Would I slot it for a duel against a magblade? Absolutely.

    That's why it's a fine line with abilities like Eclipse or DK wings before they were nerfed. It's a potential hard counter to ranged builds, and as such should be designed very carefully. Something the developers have not applied reliably in the past.

    It's a potential hard counter to ONE single class spec. That's it: staff using magicka nightblade. One. Hardly worth slotting for one spec.

    And I must disagree here. sorry. It's been effective against ranged, as it was meant to be. Not only magicka nightlblades, but magicka sorcs, and every stamina that used a bow.

    It reflects frags. Wasting a skill slot for frags is ridiculous. Most sorcs use crushing shock/force pulse, which isn't reflectable. And I guess overload? But anyone spamming overload on you with a bubble deserved to die anyways, same as DK wings. You can easily counter frags. For stamina, I can't say in all my time now playing stamina nightblade that eclipse has ever been effective against me or that I've seen it be effective against any decent stamina player. There are still much more valuable skills that can be used in a smaller scale group. ZoS has yet to make eclipse worth it to slot over those other skills, yet they're trying so hard to buff it.

    I find it interesting how people seem to "know better" when they are tearing down Eclipse, calling it ridiculous, not worth it, etc. I find it even more interesting to see those same players claiming that there are so many better skills to choose from. I just think...then why don't you use those and let us continue to use Eclipse as is.

    You obviously aren't even understanding anything I'm saying. I'm not tearing down the skill, I want it to be improved, and as of now ZoS still isn't making decent improvements. We need improvements to the class, we need a good CC back, we need our toolkit examined and for ZoS to actually listen to player feedback and consider good ways to bring Templar more in line with other classes (mDK is the only other spec that is suffering just as much as magplar). Templar is a joke in PvE for dps and, while it can put pressure on an opponent in PvP, it's suffering in PvP as well due to unnecessary nerfs such as removing shard CC/disorient. I'm not saying I "know better", but I am an experienced Magicka Templar and have played the class for a very long time. I want the class improved. I want it to be less clunky. I want it to have the means to defend itself and not be pigeonholed into a breath of life spammer. As it stands now, why small scale on a Magicka Templar when I can hop on a nightblade and deal more damage, heal better, and kite better. Why PvE dps on a Magicka Templar when I can hop on anything else and do more damage. ZoS has continuously nerfed Templar and then provide "buffs" that really do nothing to solve the actual problems magplar faces. That's the issue here. Quit getting strung up because you're not agreed with. You're welcome to think that Eclipse is "amazing", but in most situations in Cyrodiil it is, without a doubt, inferior to other options. I'm not going to withhold my opinion that skills such as Eclipse and Javelin (magicka) are complete gutter trash for magicka Templar. ZoS isn't doing a good job on improving Templar, and they need to be.
    Edited by DisgracefulMind on October 5, 2017 7:06PM
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • DisgracefulMind
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    DeHei wrote: »
    I allready dont write here anything, because its so frustrating how the templar get nerf after nerf... now they writed to give us a buff. Everybody was hoping for CC or something like a real buff...
    And then they changed 2 skills.. WTF?
    They were not useful in 95% of all situations and they will never be useful anytime. You should delete this skills better and rework them to really needful things!

    Templar dont need something more then CC and a good escape. We need a slightly damagebuff for stamina and a bit bigger one for magicka. Together with that you should think to make a sun shield morph, which is calculated with max magicka. Why not giving a shield, which is calculated over max stamina too. Atm the blazing shield is just used from some last guys as tank in PvE.. But really as templartank you dont need this. It doesnt give you or your group any defensive buffs, so why i should use a shield, what is only effective, when i stack 60k health or more?

    Pls work on templars right problems and dont create new problems...

    Agreed, I'd like to see a real, solid buff for Templars. I wish ZoS would listen to the feedback we've given them over countless PTS and patches.
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • Ashamray
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    And again Templar's thread is the hottest judging by the number of pages. Zos, please, play Templars more.
    Boadrig, EU PC

    Very Balanced
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    Imperial City feedback and suggestions
  • itscompton
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    Ashamray wrote: »
    And again Templar's thread is the hottest judging by the number of pages. Zos, please, play Templars more.
    Or they could at least actually USE the feedback Templar players are giving them when reworking skills instead of saying they're listening to us but then making changes that completely ignore that feedback. I swear it's like Wrobler willfully and purposefully ignores what we ask for just because he thinks he always knows best and refuses to listen to good ideas because HE'S the one in charge and has to prove it at every opportunity.
  • LordSlif
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    Cinbri wrote: »
    1. Empowering Sweep - given that resto and snb ults will be nerfed, previous idea of change it major protection sounds too OP now.
    But it doesn't change situation when this cheap ult pale in compare to oter cheap ults because of its low offense capability.
    So here is another idea without chaning any numbers: make dot to proc every 1 second instead of every 2 seconds.
    Given from my tooltip:
    empow.jpg
    it would 2431 damage per second, instead of 4862 per 2 seconds. Damage will remained same, but ult will have a bit higer offensive capability and reliability coz dot will hit more often = it will drain twice more stamina on block against tanks, it will have more chances to hit agile stamina builds, and higher cance to reveal enemies who trying to retreat using Cloak. Damage/healing per every 1 second is what other overtime ultimates doing.
    I believe with such change morph will be strong enough for its low cost.

    2. Solar Barrage - was hoping that this skill could be replacement of Shards in pvp, but with cast time it just don't work. pbaoe that delayed tick 3 times without cast time would be perfect, however with cast time it too weak, and once again pbaoe with cast time and additional effects (tho current Empower is not one of those strong effects) could be too strong.
    So I simply suggest to remove cast time:
    1. So morph was made to be function as main skill, but problem is that this morph completely alternating functionality of skill. Dark Flare and Solar Barrage as different as Radiant Aura and Repentance. Both fit completely different roles and for that reason have completely different mechanics. Same goes for cast time for Barrage.
    2. As already mentioned example of different functionality is Detonation - one is range reapplayable uncleansable aoe, another is pbaoe. It took quiet some time to remove cast time from Proximity, but this time proved that this cast time was making morph too unviable in compare to another. Axact same situation with Barrage vs Dark Flare: you can recast Flare as long as you want and it apply 5sec undodgeable, unblockable, unabsorbable AoE major debuff. But you can't reapply Barrage coz its time reseting again and again to 2seconds before starting to tick, and it forcing you to risk life in melee. For class with worst in-game mobility those are already most punishing restrictions.
    3. As said morph alternating functionality too much. And in this case it pushing skill from supporting single target damage with aoe debuff into category of AoEs. And that category where Barrage with current cast time/no buffs just have no place:
    change differentiated it from Impulse, but Templars don't use Impulse, ordinary dps Templar benefit from dual swords and its class AoEs, for that reason new Barrage trying to compete with something that is simply already excluded from Templar arsenal. So Barrage can compete only with another skill - Blazing Spear, and here it completely loosing competition in both pve/pvp scenarios. Both can deal approximetly same damage and proc passives, but while Shards proc 3 passives while Barrage 2. Shards have small delay on impact but in this cost it is large ranged AoE using which doesn't force tempalr to risk life, while Barrage have 3 seconds delay (1cast time+2 till first tick), and forcing to go melee. And despite both can deal almost same damage Shards is winning here again coz ~60% of its damage is dot that is unblockable and for that reason very effective against permablockers. And in addition to already winning everywhere Shards have strongest in-game synnergy of smart resource restore, making it most desirable AoE skill. Barrage is ticking damage and you can use other skills during its duration but exact same and even more you can do with Shards - without cast time you can block casting it, that is very important in pvp for counter-attack, while, as said, majority of damage is dot that is also ticking over time and allow you to use other dps skills. And that where Barrage could win a competition: solo-fights and mobility, situations when you play solo where Shards' insane synnergy doesnt matter or meeting high mobile enemy where Shards' strong(especially after 30% buff to morph) unblockable dot that can proc Burning Light will be uneffective; sadly even here current Barrage is loosing coz it higher chances to land initial hit of Shards and proc Burning Light that hoping that aoe with 3 sec delay will hit enemy who in this time can already deal damage to you and retreat, especially easily by Cloaking away; but without cast time it will become winner at least here for 2 reasons: 1. high mobile/range enemy wont be capable to easily counter your damage by simply moving and it will counter defensive abilities like Cloak 2. was already mentioned in thread, currently nonfunctional Empower will work and synergize with gap-closers, you could cast Barrage and then charge on enemy before 1st tick start procing and deal even more damage coz Empower.
    Templar could stack Shards and Barrage but that only would work for bombplars same as for bomblades, that are fun for trolling and that's it. But in serious fight it means that Templar had to choose which skill to unslot and slot Barrage, and honestly I see only 1 skill to replace by it for any of my builds - Shards themselves.

    3. Unstable Core - already showed in previous post that its current mechanic simply not working as intended coz break free mechanic, but on other hand making it unblockable feels a bit weird: unblockable aoe that you can spam in cyro on as many enemies as you want. The problem with this morph is almost same as it has with current live version, including disparity of morphs:
    ZOS dont want to make you bypass cooldown, but that is what making this morph completely unviable nor in pvp, nor in pve, you restricted morphs feature by another mechanic. Both morphs differentiated to be defensive and offensive, but on live UC feels uncompleted because unlike default skill it lost it main component - CC, even despite its high damage this loss of being CC feels for Templar too obviously, not to mention that that mechanic was forced to extract 1 particular morph from being affected by Enduring Rays. That symbolizing that something is wrong with morph. This problem now fixed by granting it soft CC capability, but in the cost of loosing a lot of damage. It means while other problem was fixed (being CC), another returned - offense capability is neglected, removing morphs diversity once again.
    Let me theorycraft even further: each tick of CC is equal to aoe damage of Solar Barrage, but unlike Barrage it is single target damage, i.e. UC proc has same damage as aoe but as everyone knows aoes hits not for high damage, their job is to trade it low damage for being able to deal damage to several targets. With changes to Barrage it even more unfair since first one can tick 3 times of 8m aoe.
    UC does have cd restriction: it deal damage only to one target but can proc several times but also have ~7 seconds cooldown unlike other aoes.
    Next, is solar bomb - it is deal 50% more damage but it has strong restriction for it - only per 7 in perfect state or per 12 seconds, also fit possibility of proc damage its aoe damage decreased on 10% in compare to live; and in addition to all other Templar class AoEs that are 8m, solar bomb has only 5m aoe. It despite it being attached to enemy and cant be dodged - but exact same mechanic of aoes - they cant be dodged, while Shards majority of damage also cant be blocked, however solar bomb can have even one more counter - it can be easily purged.
    UC is not hard CC but unique soft CC, making it a bit weaker than ordinary CCs.
    Being included back to Enduring Rays means decrease of its dps for more than 25%.
    So as recap:
    1.In group fights, even if it 2vX morph stop working completely coz teammates CCs despite it not even being hard CC ability.
    2. It stop working completely in pve against bosses and elite mobs.
    3. TD lost majority of its offense by removing time bomb from morph but UC lost not just 10% damage of time bomb but also unable to be used as dps skill.
    4. Restrictions on damage for damage morph is too punishing, given that it already weaker aoe than others.
    5. Total Dark and Unstable Core fit different roles but survivability of TD on such an high level (should also mention that unlike it own and UC damage component that benefit from 5 CPs it has addition healing component that also benefit from 3 CPs) that UC kept is weaker morph as it was always. UC unlike TD don't allow you to survive but now it also not allow you to deal damage.
    You don't want us to bypass natural cooldown of morph to play its role, but there is natural cooldown - you cant apply bubble that will proc single target damage on target at any given time, it has 7-12 sec cooldown, and now also morph effect has exact same cooldown. TD don't care about it coz it just "cast and gets your benefit" same as on live, even if it will be broken it filling its role - to defend Templar (even aainst combination of follo-up attack) and thus it have 7 sec cd on its effect; but UC became completely lockdown by cooldown. I just suggest to invert that natural cooldown that we should not bypass:
    and to differentiate morphs even larger, same as currently on live by making it work like current live Total Dark - apply time bomb even on immune enemies, would transform it in long-awaited AoE CC. If that too much you can simply add range restriction and cap for 1 target only to balance.
    It will unify both roles but in a weaker state:
    1. It cost more than any other Templar aoe or weapon skill aoe, availabe to Templar.
    2. As CC it wont be hard CC but soft CC that in addition to being able to be CC Break it also be can be purged (tho would be nice if would get Deto threatment - to explode on purge).
    3. As AoE damage ability it wouldn't be as hard hitting as others: only 5m blockable AoE.
    4. Smallersingle target damage have cooldown per 7-12 seconds. It is that cooldown restriction that we wont be able to bypass.
    5. On CC immune enemies it will be just a bomb that hit 10% lower than current live and overall dps of time bombs will be decreased more than 25% than on live coz this -10% in addition to increase texplode cast from 3.5 to 5 sec.

    With such change I would gladly traded survivability that TD grant for damage of UC.

    @ZOS_Wrobel

    Remove cast time and empower
  • maxjapank
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    maxjapank wrote: »
    maxjapank wrote: »
    Feanor wrote: »
    Would I slot it for a duel against a magblade? Absolutely.

    That's why it's a fine line with abilities like Eclipse or DK wings before they were nerfed. It's a potential hard counter to ranged builds, and as such should be designed very carefully. Something the developers have not applied reliably in the past.

    It's a potential hard counter to ONE single class spec. That's it: staff using magicka nightblade. One. Hardly worth slotting for one spec.

    And I must disagree here. sorry. It's been effective against ranged, as it was meant to be. Not only magicka nightlblades, but magicka sorcs, and every stamina that used a bow.

    It reflects frags. Wasting a skill slot for frags is ridiculous. Most sorcs use crushing shock/force pulse, which isn't reflectable. And I guess overload? But anyone spamming overload on you with a bubble deserved to die anyways, same as DK wings. You can easily counter frags. For stamina, I can't say in all my time now playing stamina nightblade that eclipse has ever been effective against me or that I've seen it be effective against any decent stamina player. There are still much more valuable skills that can be used in a smaller scale group. ZoS has yet to make eclipse worth it to slot over those other skills, yet they're trying so hard to buff it.

    I find it interesting how people seem to "know better" when they are tearing down Eclipse, calling it ridiculous, not worth it, etc. I find it even more interesting to see those same players claiming that there are so many better skills to choose from. I just think...then why don't you use those and let us continue to use Eclipse as is.

    You obviously aren't even understanding anything I'm saying. I'm not tearing down the skill, I want it to be improved, and as of now ZoS still isn't making decent improvements. We need improvements to the class, we need a good CC back, we need our toolkit examined and for ZoS to actually listen to player feedback and consider good ways to bring Templar more in line with other classes (mDK is the only other spec that is suffering just as much as magplar). Templar is a joke in PvE for dps and, while it can put pressure on an opponent in PvP, it's suffering in PvP as well due to unnecessary nerfs such as removing shard CC/disorient. I'm not saying I "know better", but I am an experienced Magicka Templar and have played the class for a very long time. I want the class improved. I want it to be less clunky. I want it to have the means to defend itself and not be pigeonholed into a breath of life spammer. As it stands now, why small scale on a Magicka Templar when I can hop on a nightblade and deal more damage, heal better, and kite better. Why PvE dps on a Magicka Templar when I can hop on anything else and do more damage. ZoS has continuously nerfed Templar and then provide "buffs" that really do nothing to solve the actual problems magplar faces. That's the issue here. Quit getting strung up because you're not agreed with. You're welcome to think that Eclipse is "amazing", but in most situations in Cyrodiil it is, without a doubt, inferior to other options. I'm not going to withhold my opinion that skills such as Eclipse and Javelin (magicka) are complete gutter trash for magicka Templar. ZoS isn't doing a good job on improving Templar, and they need to be.

    Not strung up. Maybe quit attacking me like that and using words like you are superior. I hear that you want the skill to be better. I've heard others say the same on these forums. But what I'm saying, which you are not hearing by the way, is that I and other Templars I play with find Total Dark to be really good. They don't write on the forums because they don't like being shot down with their opinions. I don't think I have attacked you. Just disagreed and said that feelings and play styles can be different. I've also played Magicka Templar and only that like forever. While we need more dps, we are in a good place. Im not a healbot. I'm a very offensive hybrid if anything. I'm not gunna hush about one of my skills being changed either. I'll stay by my earlier statement that many have underestimated Total Dark. And gonna leave it like this. Too busy to keep forum stuff going on. Zos has listened to someone and it's getting changed. Really nothing I can do but find another skill to use. And keep playing Templar like I always have and not bail to other classes like so many others.
  • Joy_Division
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    I'm the last person to advocate blindly following the meta. I think everyone should absolutely take the time and actually try out everything and see for themselves what's a good skill and what's not.

    That being said, the 300 or so people who have PvPed on NA PC 5 nights a week for over three years now are not collectively stupid, ignorant, or closed-minded, We have tried everything and anything, all the possible combinations and collectively we have figured out what works in most situations and what has some uses but generally is not going to measure up to the alternatives.

    This is not just true of templars, it's the case for all the classes. If a skill, ability, ultimate, or morph is not getting a lot of play, it's not because we haven't tried it, considered it, thought about it, etc., it's because most likely it quite frankly isn't very good, is too situational, or there will always be 10 better options. If you are a sorcerer who makes Crystal Blast work, that's great. If you a DK who stonefists your way to emperor, congratulations (though I'd love to see that). If you are a templar and found that Eclipse works, wonderful. But, it ought to strike you as odd that you're the outlier. Why is that? Is it because we are just too dumb or brainwashed to know any better? I swear that most of us a pretty good, have demanding expectations, and willingly throw ourselves against hordes of opponents that make it so every single skill, ability point, CP point, and piece of gear has to pretty much be BiS or you're going to be hitting that rez button a lot. The 15 templar skills we have are in a Darwinian struggle for survival and Cyrodiil brutally espouses weaknesses the longer you're out there and the less you rely on allies.

    We can sit here and argue whether or not Eclipse is worth a spot on the bar, but at the end of the day our opinions are based on anecdotal evidence, selective memory, and gut instinct and thus are mostly worthless. The best measure is something ZoS has: how many Templars are actually using the skill. Because I can 1000% promise that if a skill is good, after three and one half years, a lot of us would have eventually figured it out. There aren't many mysteries left in ESO the way there was at launch. The skills that work generally get used. The ones that have weaknesses generally aren't.

    Does this mean you can't use atypical skill and can't have success. Not at all. Maybe it means you're just a good enough player to overcome using a not very good skill. Maybe you are so accustomed to plying in a 4 person group with voice coms that you have such good synergy that you can make excellent use of a niche skill that people playing solo have no way to accomplish. Or maybe you're just luck enough not to play in a zerg happy server where masses of enemies don;t mercilessly chase you down and thus can have a bit more freedom for your ability bars. There are many reasons. Just because you have success using a particular skill does not automatically mean that skill is good and this the reason for you success. Your success is not an automatic endorsement or validation for the skill.

    One of the biggest frustrations I have with this patch is because ZoS does not seem to comprehend this. Zos is so desperately trying to get us to use Stonefist, Crystal blast, and Eclipse and I'm at a loss to try and figure out why. If we wanted to use these skills, if we found value in them, or thought they were genuinely interesting, we would already be using them.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • maxjapank
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    Does this mean you can't use atypical skill and can't have success. Not at all. Maybe it means you're just a good enough player to overcome using a not very good skill. Maybe you are so accustomed to plying in a 4 person group with voice coms that you have such good synergy that you can make excellent use of a niche skill that people playing solo have no way to accomplish. Or maybe you're just luck enough not to play in a zerg happy server where masses of enemies don;t mercilessly chase you down and thus can have a bit more freedom for your ability bars. There are many reasons. Just because you have success using a particular skill does not automatically mean that skill is good and this the reason for you success. Your success is not an automatic endorsement or validation for the skill.

    Honestly, this is really a jibe at me and those that have made good use of Total Dark. "Just a good enough player to overcome using a not very good skill..." So basically, I'm a good player. And yet for some reason dumb to be using that skill. I mean....come on...when the attitude on the forums gets like this, what's the point? I guess I'm just getting lucky with the skill.

  • CatchMeTrolling
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    maxjapank wrote: »
    Does this mean you can't use atypical skill and can't have success. Not at all. Maybe it means you're just a good enough player to overcome using a not very good skill. Maybe you are so accustomed to plying in a 4 person group with voice coms that you have such good synergy that you can make excellent use of a niche skill that people playing solo have no way to accomplish. Or maybe you're just luck enough not to play in a zerg happy server where masses of enemies don;t mercilessly chase you down and thus can have a bit more freedom for your ability bars. There are many reasons. Just because you have success using a particular skill does not automatically mean that skill is good and this the reason for you success. Your success is not an automatic endorsement or validation for the skill.

    Honestly, this is really a jibe at me and those that have made good use of Total Dark. "Just a good enough player to overcome using a not very good skill..." So basically, I'm a good player. And yet for some reason dumb to be using that skill. I mean....come on...when the attitude on the forums gets like this, what's the point? I guess I'm just getting lucky with the skill.

    If someone is good they can get away with using mediocre skills, same thing goes for classes. At one point Templars, mag dks, mag nb stam sorcs etc. was frowned upon in open world but doesn’t mean there wasn’t anyone making them work. I for one played Templar and a dual wield mag blade, just because I pulled it off doesn’t equate to them being in a good spot at the time.

  • DisgracefulMind
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    maxjapank wrote: »
    maxjapank wrote: »
    maxjapank wrote: »
    Feanor wrote: »
    Would I slot it for a duel against a magblade? Absolutely.

    That's why it's a fine line with abilities like Eclipse or DK wings before they were nerfed. It's a potential hard counter to ranged builds, and as such should be designed very carefully. Something the developers have not applied reliably in the past.

    It's a potential hard counter to ONE single class spec. That's it: staff using magicka nightblade. One. Hardly worth slotting for one spec.

    And I must disagree here. sorry. It's been effective against ranged, as it was meant to be. Not only magicka nightlblades, but magicka sorcs, and every stamina that used a bow.

    It reflects frags. Wasting a skill slot for frags is ridiculous. Most sorcs use crushing shock/force pulse, which isn't reflectable. And I guess overload? But anyone spamming overload on you with a bubble deserved to die anyways, same as DK wings. You can easily counter frags. For stamina, I can't say in all my time now playing stamina nightblade that eclipse has ever been effective against me or that I've seen it be effective against any decent stamina player. There are still much more valuable skills that can be used in a smaller scale group. ZoS has yet to make eclipse worth it to slot over those other skills, yet they're trying so hard to buff it.

    I find it interesting how people seem to "know better" when they are tearing down Eclipse, calling it ridiculous, not worth it, etc. I find it even more interesting to see those same players claiming that there are so many better skills to choose from. I just think...then why don't you use those and let us continue to use Eclipse as is.

    You obviously aren't even understanding anything I'm saying. I'm not tearing down the skill, I want it to be improved, and as of now ZoS still isn't making decent improvements. We need improvements to the class, we need a good CC back, we need our toolkit examined and for ZoS to actually listen to player feedback and consider good ways to bring Templar more in line with other classes (mDK is the only other spec that is suffering just as much as magplar). Templar is a joke in PvE for dps and, while it can put pressure on an opponent in PvP, it's suffering in PvP as well due to unnecessary nerfs such as removing shard CC/disorient. I'm not saying I "know better", but I am an experienced Magicka Templar and have played the class for a very long time. I want the class improved. I want it to be less clunky. I want it to have the means to defend itself and not be pigeonholed into a breath of life spammer. As it stands now, why small scale on a Magicka Templar when I can hop on a nightblade and deal more damage, heal better, and kite better. Why PvE dps on a Magicka Templar when I can hop on anything else and do more damage. ZoS has continuously nerfed Templar and then provide "buffs" that really do nothing to solve the actual problems magplar faces. That's the issue here. Quit getting strung up because you're not agreed with. You're welcome to think that Eclipse is "amazing", but in most situations in Cyrodiil it is, without a doubt, inferior to other options. I'm not going to withhold my opinion that skills such as Eclipse and Javelin (magicka) are complete gutter trash for magicka Templar. ZoS isn't doing a good job on improving Templar, and they need to be.

    Not strung up. Maybe quit attacking me like that and using words like you are superior. I hear that you want the skill to be better. I've heard others say the same on these forums. But what I'm saying, which you are not hearing by the way, is that I and other Templars I play with find Total Dark to be really good. They don't write on the forums because they don't like being shot down with their opinions. I don't think I have attacked you. Just disagreed and said that feelings and play styles can be different. I've also played Magicka Templar and only that like forever. While we need more dps, we are in a good place. Im not a healbot. I'm a very offensive hybrid if anything. I'm not gunna hush about one of my skills being changed either. I'll stay by my earlier statement that many have underestimated Total Dark. And gonna leave it like this. Too busy to keep forum stuff going on. Zos has listened to someone and it's getting changed. Really nothing I can do but find another skill to use. And keep playing Templar like I always have and not bail to other classes like so many others.

    If you think actively discussing class issues and underperforming skills and such is attacking, there's no point in discussing anything with you. Take care.

    EDIT: I've always been very active on the forums, I'm not going to stop because you're getting your feelings hurt. ZoS needs to work on class improvements. End of story.
    Edited by DisgracefulMind on October 6, 2017 4:22AM
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • Joy_Division
    Joy_Division
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    maxjapank wrote: »
    Does this mean you can't use atypical skill and can't have success. Not at all. Maybe it means you're just a good enough player to overcome using a not very good skill. Maybe you are so accustomed to plying in a 4 person group with voice coms that you have such good synergy that you can make excellent use of a niche skill that people playing solo have no way to accomplish. Or maybe you're just luck enough not to play in a zerg happy server where masses of enemies don;t mercilessly chase you down and thus can have a bit more freedom for your ability bars. There are many reasons. Just because you have success using a particular skill does not automatically mean that skill is good and this the reason for you success. Your success is not an automatic endorsement or validation for the skill.

    Honestly, this is really a jibe at me and those that have made good use of Total Dark. "Just a good enough player to overcome using a not very good skill..." So basically, I'm a good player. And yet for some reason dumb to be using that skill. I mean....come on...when the attitude on the forums gets like this, what's the point? I guess I'm just getting lucky with the skill.

    So we can't criticize an ability or call it weak because you will get your feelings hurt? Give me a break.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • maxjapank
    maxjapank
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    maxjapank wrote: »
    Does this mean you can't use atypical skill and can't have success. Not at all. Maybe it means you're just a good enough player to overcome using a not very good skill. Maybe you are so accustomed to plying in a 4 person group with voice coms that you have such good synergy that you can make excellent use of a niche skill that people playing solo have no way to accomplish. Or maybe you're just luck enough not to play in a zerg happy server where masses of enemies don;t mercilessly chase you down and thus can have a bit more freedom for your ability bars. There are many reasons. Just because you have success using a particular skill does not automatically mean that skill is good and this the reason for you success. Your success is not an automatic endorsement or validation for the skill.

    Honestly, this is really a jibe at me and those that have made good use of Total Dark. "Just a good enough player to overcome using a not very good skill..." So basically, I'm a good player. And yet for some reason dumb to be using that skill. I mean....come on...when the attitude on the forums gets like this, what's the point? I guess I'm just getting lucky with the skill.

    So we can't criticize an ability or call it weak because you will get your feelings hurt? Give me a break.

    You miss the point and again revert to trying to be superior. Your not.
  • maxjapank
    maxjapank
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    maxjapank wrote: »
    maxjapank wrote: »
    maxjapank wrote: »
    Feanor wrote: »
    Would I slot it for a duel against a magblade? Absolutely.

    That's why it's a fine line with abilities like Eclipse or DK wings before they were nerfed. It's a potential hard counter to ranged builds, and as such should be designed very carefully. Something the developers have not applied reliably in the past.

    It's a potential hard counter to ONE single class spec. That's it: staff using magicka nightblade. One. Hardly worth slotting for one spec.

    And I must disagree here. sorry. It's been effective against ranged, as it was meant to be. Not only magicka nightlblades, but magicka sorcs, and every stamina that used a bow.

    It reflects frags. Wasting a skill slot for frags is ridiculous. Most sorcs use crushing shock/force pulse, which isn't reflectable. And I guess overload? But anyone spamming overload on you with a bubble deserved to die anyways, same as DK wings. You can easily counter frags. For stamina, I can't say in all my time now playing stamina nightblade that eclipse has ever been effective against me or that I've seen it be effective against any decent stamina player. There are still much more valuable skills that can be used in a smaller scale group. ZoS has yet to make eclipse worth it to slot over those other skills, yet they're trying so hard to buff it.

    I find it interesting how people seem to "know better" when they are tearing down Eclipse, calling it ridiculous, not worth it, etc. I find it even more interesting to see those same players claiming that there are so many better skills to choose from. I just think...then why don't you use those and let us continue to use Eclipse as is.

    You obviously aren't even understanding anything I'm saying. I'm not tearing down the skill, I want it to be improved, and as of now ZoS still isn't making decent improvements. We need improvements to the class, we need a good CC back, we need our toolkit examined and for ZoS to actually listen to player feedback and consider good ways to bring Templar more in line with other classes (mDK is the only other spec that is suffering just as much as magplar). Templar is a joke in PvE for dps and, while it can put pressure on an opponent in PvP, it's suffering in PvP as well due to unnecessary nerfs such as removing shard CC/disorient. I'm not saying I "know better", but I am an experienced Magicka Templar and have played the class for a very long time. I want the class improved. I want it to be less clunky. I want it to have the means to defend itself and not be pigeonholed into a breath of life spammer. As it stands now, why small scale on a Magicka Templar when I can hop on a nightblade and deal more damage, heal better, and kite better. Why PvE dps on a Magicka Templar when I can hop on anything else and do more damage. ZoS has continuously nerfed Templar and then provide "buffs" that really do nothing to solve the actual problems magplar faces. That's the issue here. Quit getting strung up because you're not agreed with. You're welcome to think that Eclipse is "amazing", but in most situations in Cyrodiil it is, without a doubt, inferior to other options. I'm not going to withhold my opinion that skills such as Eclipse and Javelin (magicka) are complete gutter trash for magicka Templar. ZoS isn't doing a good job on improving Templar, and they need to be.

    Not strung up. Maybe quit attacking me like that and using words like you are superior. I hear that you want the skill to be better. I've heard others say the same on these forums. But what I'm saying, which you are not hearing by the way, is that I and other Templars I play with find Total Dark to be really good. They don't write on the forums because they don't like being shot down with their opinions. I don't think I have attacked you. Just disagreed and said that feelings and play styles can be different. I've also played Magicka Templar and only that like forever. While we need more dps, we are in a good place. Im not a healbot. I'm a very offensive hybrid if anything. I'm not gunna hush about one of my skills being changed either. I'll stay by my earlier statement that many have underestimated Total Dark. And gonna leave it like this. Too busy to keep forum stuff going on. Zos has listened to someone and it's getting changed. Really nothing I can do but find another skill to use. And keep playing Templar like I always have and not bail to other classes like so many others.

    If you think actively discussing class issues and underperforming skills and such is attacking, there's no point in discussing anything with you. Take care.

    EDIT: I've always been very active on the forums, I'm not going to stop because you're getting your feelings hurt. ZoS needs to work on class improvements. End of story.


    Agree. You've obviously not used Total Dark since it became unbreakable. I have. I know it's not weak.
  • LordSlif
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    Healing Ritual i dont know why this ability still the same, it useless an no one use it. A Cast time heal ability... im sure this is the worst skill in game.
  • LordSlif
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    templars passives... omg
  • Minno
    Minno
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    LordSlif wrote: »
    Healing Ritual i dont know why this ability still the same, it useless an no one use it. A Cast time heal ability... im sure this is the worst skill in game.

    Hasty prayer is fun to cast in a Zerg fight. Proc major expedition and run around like a crazy priest lol.

    But yes, cast time means it's interruptible and since it has the same heal cost as BoL, no one will use hasty prayer. It needs another effect or a huge heal buff similar to dark flare having huge amount of DMG.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Ashamray
    Ashamray
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    Minno wrote: »
    LordSlif wrote: »
    Healing Ritual i dont know why this ability still the same, it useless an no one use it. A Cast time heal ability... im sure this is the worst skill in game.

    Hasty prayer is fun to cast in a Zerg fight. Proc major expedition and run around like a crazy priest lol.

    Before Morrowind I played a bit a healer with 2h \ snb forward momentum + immovable pots with major expedition with this hasty retreat.
    No Negate could stop me ;D

    But I'm really curious why, repairing Eclipse again and again, they left Healing Ritual aside.
    Boadrig, EU PC

    Very Balanced
    Battleground Beta Testers
    Cite's Legacy
    Colosseum

    Imperial City frequenter
    Imperial City feedback and suggestions
  • luen79rwb17_ESO
    luen79rwb17_ESO
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    Solar barrage is horrible in its current state, feels clunky in every way. Needs rework. Remove cast time IMO.
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • Minno
    Minno
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    Ashamray wrote: »
    Minno wrote: »
    LordSlif wrote: »
    Healing Ritual i dont know why this ability still the same, it useless an no one use it. A Cast time heal ability... im sure this is the worst skill in game.

    Hasty prayer is fun to cast in a Zerg fight. Proc major expedition and run around like a crazy priest lol.

    Before Morrowind I played a bit a healer with 2h \ snb forward momentum + immovable pots with major expedition with this hasty retreat.
    No Negate could stop me ;D

    But I'm really curious why, repairing Eclipse again and again, they left Healing Ritual aside.

    They left allot of the Templar kit to the side. Problem is, they don't usually want to hear issues other than the items they are changing in the PTS. So that's why a majority of discussion has been about solar barrage/eclipse.

    But it's frustrating when nightblades get a changr to it's resorce management that templars have been thirsty for .
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Minno
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    I'm hoping they do another early patch comment like last week.

    #officehappyhour anyone?
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Cinbri
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    Another way to make Barrage more preferable than Shards is obviously... grant it CC capability.
    Something like remove cast time, remove Empower, make it proc 2 times instead of 3, but make it stun closest enemy on first tick. Will be obvious dps loss, but as delayed CC with ticking damage will open more diversity possibilities. Not to mention that this is much weaker than Deep Fissure.
    :p
  • Minno
    Minno
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    Cinbri wrote: »
    Another way to make Barrage more preferable than Shards is obviously... grant it CC capability.
    Something like remove cast time, remove Empower, make it proc 2 times instead of 3, but make it stun closest enemy on first tick. Will be obvious dps loss, but as delayed CC with ticking damage will open more diversity possibilities. Not to mention that this is much weaker than Deep Fissure.
    :p

    And if they have to remove another stun from our kit trip give us solar barrage stun, which should they take it from?

    I wouldn't mind jav stun being removed, but it might irk stamplars. But I feel toppling charge is more useful than jav for cc/control; it allows you to get into melee range for jabs whereas jav makes it harder to cc. Even if toppling cc fails because they blocked, you'll be putting pressure in melee. At least toppling charge cc isn't reflective making it more reliable than most people think. It just sucks getting stuck in a random load screen.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • casparian
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    Minno wrote: »
    Cinbri wrote: »
    Another way to make Barrage more preferable than Shards is obviously... grant it CC capability.
    Something like remove cast time, remove Empower, make it proc 2 times instead of 3, but make it stun closest enemy on first tick. Will be obvious dps loss, but as delayed CC with ticking damage will open more diversity possibilities. Not to mention that this is much weaker than Deep Fissure.
    :p

    And if they have to remove another stun from our kit trip give us solar barrage stun, which should they take it from?

    I wouldn't mind jav stun being removed, but it might irk stamplars. But I feel toppling charge is more useful than jav for cc/control; it allows you to get into melee range for jabs whereas jav makes it harder to cc. Even if toppling cc fails because they blocked, you'll be putting pressure in melee. At least toppling charge cc isn't reflective making it more reliable than most people think. It just sucks getting stuck in a random load screen.

    They already removed the main stun from our kit, several patches ago. Now that they're giving other classes unblockable stuns, it's time to give us something back.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Cinbri
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    I also believe it would be fair and lore-wise to reduce minimal range of our gap-closer - Charge. All class charges united by fact that their minimal range is equal to zero. At least making ours for 2.5 instead of 3.5 would make it a much more reliable, as interrupt aoe or as CC, those that templar really need.
    Also our charge is unique coz caster jumping on enemy with its spear, not just charging toward, but still we can't do this in melee coz 3.5 is too big range:
    giphy.gif
  • Minno
    Minno
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    Cinbri wrote: »
    I also believe it would be fair and lore-wise to reduce minimal range of our gap-closer - Charge. All class charges united by fact that their minimal range is equal to zero. At least making ours for 2.5 instead of 3.5 would make it a much more reliable, as interrupt aoe or as CC, those that templar really need.
    Also our charge is unique coz caster jumping on enemy with its spear, not just charging toward, but still we can't do this in melee coz 3.5 is too big range:
    giphy.gif

    Agreed. Our gap closer is very unique but it's stuck because it's minimum range is too long.

    Though I would like it to behave like two hander crit rush does. I want to fly up some rocks!!!!
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • technohic
    technohic
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    Cinbri wrote: »
    I also believe it would be fair and lore-wise to reduce minimal range of our gap-closer - Charge. All class charges united by fact that their minimal range is equal to zero. At least making ours for 2.5 instead of 3.5 would make it a much more reliable, as interrupt aoe or as CC, those that templar really need.
    Also our charge is unique coz caster jumping on enemy with its spear, not just charging toward, but still we can't do this in melee coz 3.5 is too big range:
    giphy.gif

    Need someone to edit that to where he's stuck with the spear up and legs still moving running across the entire movie
  • Solariken
    Solariken
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    Cinbri wrote: »
    I also believe it would be fair and lore-wise to reduce minimal range of our gap-closer - Charge. All class charges united by fact that their minimal range is equal to zero. At least making ours for 2.5 instead of 3.5 would make it a much more reliable, as interrupt aoe or as CC, those that templar really need.
    Also our charge is unique coz caster jumping on enemy with its spear, not just charging toward, but still we can't do this in melee coz 3.5 is too big range:
    giphy.gif

    Although I have a general hatred for gap closers in this game, I could support this idea since it's also the slowest gap closer in the game.

    But in the same stroke maybe consider reducing the maximum range on ALL gap closers to something like 18 meters.
    Edited by Solariken on October 6, 2017 9:13PM
  • Cinbri
    Cinbri
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    Minno wrote: »
    Cinbri wrote: »
    I also believe it would be fair and lore-wise to reduce minimal range of our gap-closer - Charge. All class charges united by fact that their minimal range is equal to zero. At least making ours for 2.5 instead of 3.5 would make it a much more reliable, as interrupt aoe or as CC, those that templar really need.
    Also our charge is unique coz caster jumping on enemy with its spear, not just charging toward, but still we can't do this in melee coz 3.5 is too big range:
    giphy.gif

    Agreed. Our gap closer is very unique but it's stuck because it's minimum range is too long.

    Though I would like it to behave like two hander crit rush does. I want to fly up some rocks!!!!

    What you mean? As far as I remember to fix stuck by gap-closer they added similar altitude limitation to 2h and Templar, and same pathttracking algorithm that ignore majority of terrain, so we can charge to target even if there is no ground connection, i.e. "flying" between rocks or empty floors or rivers. I kind love to fly between 3rd floors in Arcane University or charge from 1st floor to 3rd and vice versa.
    Edited by Cinbri on October 6, 2017 9:18PM
  • Minno
    Minno
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    Cinbri wrote: »
    Minno wrote: »
    Cinbri wrote: »
    I also believe it would be fair and lore-wise to reduce minimal range of our gap-closer - Charge. All class charges united by fact that their minimal range is equal to zero. At least making ours for 2.5 instead of 3.5 would make it a much more reliable, as interrupt aoe or as CC, those that templar really need.
    Also our charge is unique coz caster jumping on enemy with its spear, not just charging toward, but still we can't do this in melee coz 3.5 is too big range:
    giphy.gif

    Agreed. Our gap closer is very unique but it's stuck because it's minimum range is too long.

    Though I would like it to behave like two hander crit rush does. I want to fly up some rocks!!!!

    What you mean? As far as I remember to fix stuck by gap-closer they added similar altitude limitation to 2h and Templar, and same pathttracking algorithm that ignore majority of terrain, so we can charge to target even if there is no ground connection, i.e. "flying" between rocks or empty floors or rivers. I kind love to fly between 3rd floors in Arcane University or charge from 1st floor to 3rd and vice versa.

    If you look at some streamers using crit rush, they can go over rocks and look like they are flying (this let's them engage enemies that are higher up than them, but not as high as a keep).

    Toppling charge, if you try to use it the same way, will not fire the spell and you'll stay in place until you find a path that is clear and mostly level.


    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
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