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PTS Update 16 - Feedback Thread for Templar

  • dodgehopper_ESO
    dodgehopper_ESO
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    Gan Xing wrote: »
    maxjapank wrote: »
    Reading all the comments about the new Eclipse is saddening. Those who didn't like Total Dark before was mainly because it only reflected ranged. So complaints were made and now the unbreakable part is gone, which was the strength of the spell. The fact that it couldn't reflect birds was an oversight of the devs. Any instant cast ranged ability should've been reflected. Total Dark shut down ranged, was unbreakable, could heal you, and finished with an aoe explosion. I don't know what to say now. Thanks?

    In general birds aren't able to be reflected b/c they are like a conjured projectile, and the bird isn't coming directly from the caster. It is a weird, and annoying, especially when it's undodgeable. I think they wanted the eclipse/total dark to resemble the abilities used by the guards. In my opinion, this will be potent, and extremely irritating to fight against

    If the Eclipse used by players were like the one used by Guards I would love this skill - I think all Templars would. Even so I greatly desire to see Blinding Flashes back. I'd much prefer BLINDING FLASHES than the trainwreck that is SOLAR BARRAGE.
    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>
  • Lord_Invel
    Lord_Invel
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    Templar jabs need to become a soft cc like they used to be. Give Templars shards the stun again. How I see it magplars are kind of locked in a one hit combo such as purifying light, vamps bane , skoria , soul assault combo. All of which has no counterplay that combo is just a one shot combo that has no counter to it at all. Rather than making that their bread and butter skill the class needs help in other areas. Why is the Templar gap closer so trashy ..... it like never works at all. I say zos needs to nerf skoria damage and make it dodgeable, make purifying light dodgeable and make soul assault have the counters it used to have. But zos needs to buff Flare somehow or give it a chance to instant cast like crystal frags do, make shards cc again cause Templars need a better cc, made jabs and puncturing sweeps act as a soft cc like it used to, and make toppling charge cc through block cause it is easily countered by either stunning the opponent or by just dodgerolling it. Templar needs a little love and make cleansing ritual give Templar a temporary immunity to snares like shuffle does. Nerf perma blocking though cause that is what I see most Templars doing at any given time. The class has great healing and survivability it just needs help for open world situations and offensive windows.

    @ZOS_Wrobel
  • Dasovaruilos
    Dasovaruilos
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    About Solar Barrage and Healing Ritual changes, I have now a saved and pinned Evernote note that I'll go back to every single patch note so I just need to copy and paste to save time for the next 5 years:

    CAST. TIMES. DO. NOT. WORK. IN. ESO. PLEASE. GIVE. UP. THAT. IDEA. FOR. ANY. AND. EVERY. SKILL.
    Edited by Dasovaruilos on October 13, 2017 9:07PM
  • FlamingBeard
    FlamingBeard
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    CalmFury wrote: »
    About Solar Barrage and Healing Ritual changes, I have now a saved and pinned Evernote note that I'll go back to every single patch note so I just need to copy and paste to save time for the next 5 years:

    CAST. TIMES. DO. NOT. WORK. IN. ESO. PLEASE. GIVE. UP. THAT. IDEA. FOR. ANY. AND. EVERY. SKILL.

    Dark Flare is good enough to justify having a cast time, but I agree that melee-ranged damage like Solar Barrage or short-ranged healing skills like Healing Ritual just do not make sense having channeled cast times.
  • Dasovaruilos
    Dasovaruilos
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    CalmFury wrote: »
    About Solar Barrage and Healing Ritual changes, I have now a saved and pinned Evernote note that I'll go back to every single patch note so I just need to copy and paste to save time for the next 5 years:

    CAST. TIMES. DO. NOT. WORK. IN. ESO. PLEASE. GIVE. UP. THAT. IDEA. FOR. ANY. AND. EVERY. SKILL.

    Dark Flare is good enough to justify having a cast time, but I agree that melee-ranged damage like Solar Barrage or short-ranged healing skills like Healing Ritual just do not make sense having channeled cast times.

    I have a guildie that used to run it. He did nice damage, but always ended up dying more than usual in trials due to something being stuck in the animation.

    Skills with cast time just have very limited use, like ganking. The game is just way too fast for them to NOT be clunky. So better just to give up.

    Now, cast time for healing skills is just absurd...
  • Cinbri
    Cinbri
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    CalmFury wrote: »
    CalmFury wrote: »
    About Solar Barrage and Healing Ritual changes, I have now a saved and pinned Evernote note that I'll go back to every single patch note so I just need to copy and paste to save time for the next 5 years:

    CAST. TIMES. DO. NOT. WORK. IN. ESO. PLEASE. GIVE. UP. THAT. IDEA. FOR. ANY. AND. EVERY. SKILL.

    Dark Flare is good enough to justify having a cast time, but I agree that melee-ranged damage like Solar Barrage or short-ranged healing skills like Healing Ritual just do not make sense having channeled cast times.

    I have a guildie that used to run it. He did nice damage, but always ended up dying more than usual in trials due to something being stuck in the animation.

    Skills with cast time just have very limited use, like ganking. The game is just way too fast for them to NOT be clunky. So better just to give up.

    Now, cast time for healing skills is just absurd...

    Dark Flare was good. Key word was. Back in time it was amazing in our 2vX, strong damage, aoe debuff, revealing. But as zos said themselves in dev comment about healing ritual - battles became much faster, and thus interruptable channel skill with slow projectile at a time when everyone can spam dodge-rolls, reflects, absorbs, and no longer reeveal, just can't fit anymore.
  • Gnortranermara
    Gnortranermara
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    CalmFury wrote: »
    Now, cast time for healing skills is just absurd...

    Not necessarily. What's absurd is the cast time with a burst heal at the end. That's completely useless. A cast time is antithetical to the purpose of a burst heal, not healing in general. The cast time would be ok if the heal were a heal-over-time. There are two ways devs could fix this skill: (1) Make it a strong channeled heal that ticks multiple times during the cast rather than a single burst at the end. (2) Make it a weak heal-over-time aura that ticks every 0.5-1 secs, centered on the Templar, for a long duration. In either case, we should get Major Mending. A HoT with a cast time would fit nicely in a rotation, just put down your Ritual, Regen, and/or Healing Springs first then cast. This would fix the skill and put it on Templar bars for the first time since ever.
  • FlamingBeard
    FlamingBeard
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    CalmFury wrote: »
    Now, cast time for healing skills is just absurd...

    Not necessarily. What's absurd is the cast time with a burst heal at the end. That's completely useless. A cast time is antithetical to the purpose of a burst heal, not healing in general. The cast time would be ok if the heal were a heal-over-time. There are two ways devs could fix this skill: (1) Make it a strong channeled heal that ticks multiple times during the cast rather than a single burst at the end. (2) Make it a weak heal-over-time aura that ticks every 0.5-1 secs, centered on the Templar, for a long duration. In either case, we should get Major Mending. A HoT with a cast time would fit nicely in a rotation, just put down your Ritual, Regen, and/or Healing Springs first then cast. This would fix the skill and put it on Templar bars for the first time since ever.

    I would consider using Healing Ritual if it healed for the entire duration of the channel.
  • Soris
    Soris
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    Can we just get back our low cost, effective blazing shield for pvp like the one in pre IC patch?

    @ZOS_Wrobel
    Welkynd [Templar/AD/EU]
  • danno8
    danno8
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    CalmFury wrote: »
    Now, cast time for healing skills is just absurd...

    Not necessarily. What's absurd is the cast time with a burst heal at the end. That's completely useless. A cast time is antithetical to the purpose of a burst heal, not healing in general. The cast time would be ok if the heal were a heal-over-time. There are two ways devs could fix this skill: (1) Make it a strong channeled heal that ticks multiple times during the cast rather than a single burst at the end. (2) Make it a weak heal-over-time aura that ticks every 0.5-1 secs, centered on the Templar, for a long duration. In either case, we should get Major Mending. A HoT with a cast time would fit nicely in a rotation, just put down your Ritual, Regen, and/or Healing Springs first then cast. This would fix the skill and put it on Templar bars for the first time since ever.

    It would be much better as a strong channel. Take the current heal and split it 5 ways and have it pulse at 0, .4, .8, 1.2. 1.6 second marks.

    Would be the strongest AoE heal in the game, but the drawback would be that it is an interruptible channel.
  • Saint_Bud
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    Some plans on blazing shield. It should be reworkt like cdb, scalling with max magicka and spelldamage or just remove the cyrodebuff and hardcap it . The shield is just to small to be usefull.
    PVP Saint-Bud magicka Templar: AR 49
    PVE Lord Victarion mDK : dro'm-Athra-Destroyer pre Morrowind retired for crafting
    PVE Ramsay-Bolton magicka NB: Voice of Reason Clockwork City Patch retired
    VAA hm/ VHRC hm/ VSO hm/ VMOL hm/ VHOF hm/ VAS hm clear

    Stop playing PVE because its boring, content not disigned for melee players and class balance and sustain is ***
  • dodgehopper_ESO
    dodgehopper_ESO
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    Saint_Bud wrote: »
    Some plans on blazing shield. It should be reworkt like cdb, scalling with max magicka and spelldamage or just remove the cyrodebuff and hardcap it . The shield is just to small to be usefull.

    I always find this suggestion annoying as it is meant to be a shield for tanks and in general I would have liked to see shields had gotten this Blazing treatment.
    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>
  • technohic
    technohic
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    Saint_Bud wrote: »
    Some plans on blazing shield. It should be reworkt like cdb, scalling with max magicka and spelldamage or just remove the cyrodebuff and hardcap it . The shield is just to small to be usefull.

    I always find this suggestion annoying as it is meant to be a shield for tanks and in general I would have liked to see shields had gotten this Blazing treatment.

    I could go for that as I feel it was the presence of other shields that put blazing shields where it is today.
  • Solariken
    Solariken
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    CalmFury wrote: »
    Now, cast time for healing skills is just absurd...

    Not necessarily. What's absurd is the cast time with a burst heal at the end. That's completely useless. A cast time is antithetical to the purpose of a burst heal, not healing in general. The cast time would be ok if the heal were a heal-over-time. There are two ways devs could fix this skill: (1) Make it a strong channeled heal that ticks multiple times during the cast rather than a single burst at the end. (2) Make it a weak heal-over-time aura that ticks every 0.5-1 secs, centered on the Templar, for a long duration. In either case, we should get Major Mending. A HoT with a cast time would fit nicely in a rotation, just put down your Ritual, Regen, and/or Healing Springs first then cast. This would fix the skill and put it on Templar bars for the first time since ever.

    A channeled heal would be awesome! Then they could also make it benefit from Sacred Ground.
    Edited by Solariken on October 14, 2017 4:06PM
  • Fuxo
    Fuxo
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    Saint_Bud wrote: »
    Some plans on blazing shield. It should be reworkt like cdb, scalling with max magicka and spelldamage or just remove the cyrodebuff and hardcap it . The shield is just to small to be usefull.

    I always find this suggestion annoying as it is meant to be a shield for tanks and in general I would have liked to see shields had gotten this Blazing treatment.

    Templar tanks should not be forced into 60k+ health for usable blazing shield. They don't need that much health in the first place. It could be maxed at around 30k health and then improved by the number of nearby enemies like now. That way it could also be usable by stamplars, if they invested a bit into health.
  • dodgehopper_ESO
    dodgehopper_ESO
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    Fuxo wrote: »
    Saint_Bud wrote: »
    Some plans on blazing shield. It should be reworkt like cdb, scalling with max magicka and spelldamage or just remove the cyrodebuff and hardcap it . The shield is just to small to be usefull.

    I always find this suggestion annoying as it is meant to be a shield for tanks and in general I would have liked to see shields had gotten this Blazing treatment.

    Templar tanks should not be forced into 60k+ health for usable blazing shield. They don't need that much health in the first place. It could be maxed at around 30k health and then improved by the number of nearby enemies like now. That way it could also be usable by stamplars, if they invested a bit into health.

    Well this is the problem with the developers getting rid of overcharging (diminishing returns) isn't it? This has a lot of unintended consequences that are very difficult to get rid of. Personally I think Tanks should be about massive regeneration, and not ludicrous health/magic/stam numbers. Its always a delicate balance though, which is why I was concerned when they stripped away diminishing returns. The end result immediately was that some races at the time were garbage.
    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>
  • Soris
    Soris
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    Fuxo wrote: »
    Saint_Bud wrote: »
    Some plans on blazing shield. It should be reworkt like cdb, scalling with max magicka and spelldamage or just remove the cyrodebuff and hardcap it . The shield is just to small to be usefull.

    I always find this suggestion annoying as it is meant to be a shield for tanks and in general I would have liked to see shields had gotten this Blazing treatment.

    Templar tanks should not be forced into 60k+ health for usable blazing shield. They don't need that much health in the first place. It could be maxed at around 30k health and then improved by the number of nearby enemies like now. That way it could also be usable by stamplars, if they invested a bit into health.

    Well this is the problem with the developers getting rid of overcharging (diminishing returns) isn't it? This has a lot of unintended consequences that are very difficult to get rid of. Personally I think Tanks should be about massive regeneration, and not ludicrous health/magic/stam numbers. Its always a delicate balance though, which is why I was concerned when they stripped away diminishing returns. The end result immediately was that some races at the time were garbage.

    Dont just see it as a tank skill. It's -supposed to be- the class sheild for all templar builds just like the hardened ward except one requires you to have 60k+ health to be effective in pvp.
    This is dumbleddown pigeonholed mechanic and needs to be updated asap.

    Just remove the cyro debuff from it and cap it at a reasonable max value. Or scale it from magicka/stamina.
    Welkynd [Templar/AD/EU]
  • LordSlif
    LordSlif
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    So many useless skills
  • Firstmep
    Firstmep
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    On templar PVE dps, one thing that could be very helpful for both mag and stam if they changed backlash and its morph to scale with not only max mag/stam but also spell/weapon damage, and make it so it can crit, in pve only. The scaling numbers could always be adjusted to not make it too op.
    At the moment these skills( well the copied damage) only scale with max magicka/stamina and cant crit making it not really scale at all in trials. Not to mention (again the copied damage) doesnt scale with any cps either. I firmly belive that this is so for pvp purposes, but it could made so it cant crit in pvp(wouldnt be the first skill to behave differently aganist players).
    The new scaling would also make it, that if you wanted to see high numbers in pvp youd have to have more spd/wpd so it would be less useful for heal/tanks.
    Another thing is i really hope one day Zenimax revisits clunky synergy mechanics. I so want to use moondancer on my magplar for PVE.
    Any thoughts?
  • Mystrius_Archaion
    Mystrius_Archaion
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    CalmFury wrote: »
    Now, cast time for healing skills is just absurd...

    Not necessarily. What's absurd is the cast time with a burst heal at the end. That's completely useless. A cast time is antithetical to the purpose of a burst heal, not healing in general. The cast time would be ok if the heal were a heal-over-time. There are two ways devs could fix this skill: (1) Make it a strong channeled heal that ticks multiple times during the cast rather than a single burst at the end. (2) Make it a weak heal-over-time aura that ticks every 0.5-1 secs, centered on the Templar, for a long duration. In either case, we should get Major Mending. A HoT with a cast time would fit nicely in a rotation, just put down your Ritual, Regen, and/or Healing Springs first then cast. This would fix the skill and put it on Templar bars for the first time since ever.

    That makes a lot of sense.
    This is why we use Puncturing Sweep so much. It's a HoT with a cast time, on top of the damage of course.

    This just makes so much sense now. Why did I not see it before? If I missed it then the developers probably did also.
  • Mystrius_Archaion
    Mystrius_Archaion
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    danno8 wrote: »
    CalmFury wrote: »
    Now, cast time for healing skills is just absurd...

    Not necessarily. What's absurd is the cast time with a burst heal at the end. That's completely useless. A cast time is antithetical to the purpose of a burst heal, not healing in general. The cast time would be ok if the heal were a heal-over-time. There are two ways devs could fix this skill: (1) Make it a strong channeled heal that ticks multiple times during the cast rather than a single burst at the end. (2) Make it a weak heal-over-time aura that ticks every 0.5-1 secs, centered on the Templar, for a long duration. In either case, we should get Major Mending. A HoT with a cast time would fit nicely in a rotation, just put down your Ritual, Regen, and/or Healing Springs first then cast. This would fix the skill and put it on Templar bars for the first time since ever.

    It would be much better as a strong channel. Take the current heal and split it 5 ways and have it pulse at 0, .4, .8, 1.2. 1.6 second marks.

    Would be the strongest AoE heal in the game, but the drawback would be that it is an interruptible channel.

    Definitely.

    On a side note, the ultimate in the same tree, Rite of Passage and its morphs, says it is supposed to make you immune to all disabling effects but is extremely easily interrupted by knockback, which Healing Ritual would also be vulnerable to.
    Healing Ritual could just be a weaker version of that ultimate(with ability to move), while the ultimate should be fixed to ignore knockback as a cheap interrupt forcing people to actually interrupt and helping it in pve since you can't move while channeling it.
    Edited by Mystrius_Archaion on October 15, 2017 10:40PM
  • Mystrius_Archaion
    Mystrius_Archaion
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    Firstmep wrote: »
    On templar PVE dps, one thing that could be very helpful for both mag and stam if they changed backlash and its morph to scale with not only max mag/stam but also spell/weapon damage, and make it so it can crit, in pve only. The scaling numbers could always be adjusted to not make it too op.
    At the moment these skills( well the copied damage) only scale with max magicka/stamina and cant crit making it not really scale at all in trials. Not to mention (again the copied damage) doesnt scale with any cps either. I firmly belive that this is so for pvp purposes, but it could made so it cant crit in pvp(wouldnt be the first skill to behave differently aganist players).
    The new scaling would also make it, that if you wanted to see high numbers in pvp youd have to have more spd/wpd so it would be less useful for heal/tanks.
    Another thing is i really hope one day Zenimax revisits clunky synergy mechanics. I so want to use moondancer on my magplar for PVE.
    Any thoughts?

    1) It copies crit damage so it doesn't need to crit.

    2) It does scale off spell damage because the skills it copies damage from scale off spell damage. It's almost like having Major Sorcery that also buffs max magicka by 20% as well as spell damage. Though it is much shorter duration and much more tricky to use.

    3) It's not the only skill to behave differently in PVE, nor the first. Teleport Strike snares instead of stunning against players.
    That's only the first that comes to mind.
  • Mystrius_Archaion
    Mystrius_Archaion
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    Saint_Bud wrote: »
    Some plans on blazing shield. It should be reworkt like cdb, scalling with max magicka and spelldamage or just remove the cyrodebuff and hardcap it . The shield is just to small to be usefull.

    I always find this suggestion annoying as it is meant to be a shield for tanks and in general I would have liked to see shields had gotten this Blazing treatment.

    I think the problem with shields is that max magicka buffs damage and most shields. So, they don't have to sacrifice damage for survivability; they just get both.

    So yes, all shields should really work like Sun Shield and they should probably make spell/weapon damage the only damage affecting stats, other than crit chance, and leave max magicka/stamina as sustain stats so people can either build for burst or build for sustain or build for the middle but lower of both. This would probably mean needing main armor enchants for spell damage added to the game just like jewelry has an option for max stats versus spell damage.
    If you actually think about it, this would really be a good idea that could balance out the whole problem of focusing on max magicka/stamina above all other stats while allowing much more build freedom and hybrid sets to finally be worth it.
  • dodgehopper_ESO
    dodgehopper_ESO
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    Saint_Bud wrote: »
    Some plans on blazing shield. It should be reworkt like cdb, scalling with max magicka and spelldamage or just remove the cyrodebuff and hardcap it . The shield is just to small to be usefull.

    I always find this suggestion annoying as it is meant to be a shield for tanks and in general I would have liked to see shields had gotten this Blazing treatment.

    I think the problem with shields is that max magicka buffs damage and most shields. So, they don't have to sacrifice damage for survivability; they just get both.

    So yes, all shields should really work like Sun Shield and they should probably make spell/weapon damage the only damage affecting stats, other than crit chance, and leave max magicka/stamina as sustain stats so people can either build for burst or build for sustain or build for the middle but lower of both. This would probably mean needing main armor enchants for spell damage added to the game just like jewelry has an option for max stats versus spell damage.
    If you actually think about it, this would really be a good idea that could balance out the whole problem of focusing on max magicka/stamina above all other stats while allowing much more build freedom and hybrid sets to finally be worth it.

    There is so much about what you wrote that I agree with. Choices between sustain and damage, choices between damage and resiliency, etc. I've really never liked the idea that damage output should also equate with being tougher. I'm fine with damage dealers having skills to resist with, but it should not be on par with someone built to be resilient.
    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>
  • Firstmep
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    Firstmep wrote: »
    On templar PVE dps, one thing that could be very helpful for both mag and stam if they changed backlash and its morph to scale with not only max mag/stam but also spell/weapon damage, and make it so it can crit, in pve only. The scaling numbers could always be adjusted to not make it too op.
    At the moment these skills( well the copied damage) only scale with max magicka/stamina and cant crit making it not really scale at all in trials. Not to mention (again the copied damage) doesnt scale with any cps either. I firmly belive that this is so for pvp purposes, but it could made so it cant crit in pvp(wouldnt be the first skill to behave differently aganist players).
    The new scaling would also make it, that if you wanted to see high numbers in pvp youd have to have more spd/wpd so it would be less useful for heal/tanks.
    Another thing is i really hope one day Zenimax revisits clunky synergy mechanics. I so want to use moondancer on my magplar for PVE.
    Any thoughts?

    1) It copies crit damage so it doesn't need to crit.

    2) It does scale off spell damage because the skills it copies damage from scale off spell damage. It's almost like having Major Sorcery that also buffs max magicka by 20% as well as spell damage. Though it is much shorter duration and much more tricky to use.

    3) It's not the only skill to behave differently in PVE, nor the first. Teleport Strike snares instead of stunning against players.
    That's only the first that comes to mind.

    1 and 2:the copied damage is capped based on max mag/stam. What you are saying makes sense solo, however dont forget that it copies everyones damage. The current version is very limited in PVE groups since you cant scale the max copied damage with anything other than magicka.
    Again since the max damage is capped and the skill cant crit youre always getting the same number, to give you an example: imagine if Nbs assasins will couldnt crit and would only scale off of max magicka, or cfrags for sorcs. At the end of the day this is the templars biggest, or one of the biggest burst.
    Changing the scaling behind it to use both spell damage and max mag for the max damage capabilities, and making it able to crit, would make more sense for a templar dps, since we dont get any class boosts to max mag, have no pet but get 10%crit damage to our passives, as well as minor Sorcery.
    Again id dont want this skill to be op, but i also dont like How even a single heavy attack can outscale it in dps. 24 26 k damage maybe look like a alot, then you get into trials with minor,Major forget, spc, powerful assault etc.and suddenly this skill is let behind since none of these buff help scale its damage.
    3. Currently it behaves the same in both pve and pvp, my suggestion would make it so it would be different.
  • danno8
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    danno8 wrote: »
    Yes it would seem that Unstable Core will apply the end of timer explosion even if the target is CC immune, just not the reflect part. That is fair, although I do question whether the "explode and refresh" on recast should occur given the strength of the skill.

    The reflect portion still won't work at all on anything other than trash mobs, so this is only a PvP skill Imo. Albeit a strong one now.

    My Templar senses are tingling, I sense a nerf before live.

    I shall quote myself and simply say "called it".
  • danno8
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    So this DLC we get an increased cost to Purify, a pretty decent buff to Eclipse for PvP, and a whacko change to Solar Barrage. Sideways movement at best.

    Also want to say I am disappointed that this is the last patch before live and the scaling with PS and RD are still in the "looking into" phase.

    I will call this now also; it will be buried and forgotten until the next DLC, at which point the developers will exclaim they had no idea it was a problem and that we should really report these problems when we run into them.
    Edited by danno8 on October 16, 2017 3:37PM
  • Minno
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    Edit: Editing most of the fluff. Strikethroughs are for the topics im removing from my post.

    @Cinbri
    Lol they are going to fix the timebomb ignoring cc immunity.
    EDit: Cinbri said the chain burst bug will be fixed - My bad
    @Minno No, they won't.
    They will remove chain explosion of each bomb upon cast. Currently it like spammable Curse
    ezgif-1-bf9fd75af3.gif

    @ZOS_GinaBruno Is there anyway for us to communicate how a CC immunity being granted from a non-cc ability won't make it on our bars come live?
    We will need to have the team look in total dark. It is still suffering from the cc immunity limitation that UC did before we communicated the unblockable dmg through the cc immunity.

    UC/TD on live:

    - applied a small dmg regardless of cc immunity.
    - TD actually reflects entire dmg so it doesn't hit your health. and you cannot CC break it so the enemy has to decide to use a non-reflect ability for less dmg or wait out the duration.
    - UC gives out a small burst comparable to valkyn skoria, but its blockable and high cost so most players refused to use it (you can see in my video posts, I run out of mag with consistent casts trying to get it to stick targets).
    - TD being a survivabilty utility with UC being focused on AOE timed dmg.

    Compared to PTS:

    - UC is unblockable (buff!)
    - TD/UC reflects a flat value and dmg still hits you (nerf)
    - UC timebomb can be placed on cc immunity (no change from live, but your patch notes today would make it a nerf because it would cause mag drain if you try to cast it on a cc immunity enemy.)
    - TD/UC is cc breakable (nerf or buff depending on situation. If you are trying to break their stam its a buff, but if you are trying to protect yourself or deal dmg its a nerf)
    - both TD and UC look to be intended for utility/defense (no morph distinction like on live morph have distinction like on live)


    There is no risk/reward mechanic for the target on pts; It is all reward with the risk entirely on the person using it:
    - cc immunity being granted will allow target to continue to burst unharmed (and cc immunity pots will give them this without harming their stam pool, BTW)
    - the reflect dmg component doesn't limit the incoming dmg for us trying to use it for defense,
    - templars are locked out of using an actual cc ability afterwards to save them from future incoming burst (that is still incoming, given that some builds can tag in a few hits with their reliable stuns now that you gave unblockable cc like candy).
    - no dmg or debuffs when target has cc immunity effectively granting them the chance to run/be defensive instead of offensive. (other cc spells from other classes/abilities impact their chance to heal/run/deal burst.)

    Are we asking for too much? Are we not providing enough videos/photos/numbers? What is the intent for the spell; crowd control or dmg/healing? How do you want us to use this ability?

    I feel like we are in a disconnect here and I want to remedy this. And we still need to remedy ongoing issues like jabs/radiant destruction scaling incorrectly, empowering sweeps missing on some initial targets, jabs loosing some healing because of major mending but then our major mending removed without jabs having its healing returned, etc. I think we laid out those, via Cinbri's excellent posts.

    This could have been our answer to why you didn't want to give templars unblocked cc. Instead it's still hovering around that point where no one knows how to fit it in our limited rotation, or knows why its still being developed when there are also other problems with the templar toolkit in PvP.


    Edited by Minno on October 16, 2017 5:03PM
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Gnortranermara
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    No reason to play or give positive feedback anymore. For whatever reason, devs don't care about combat balance problems or bugs reported by dozens of players.
  • Cinbri
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    @Minno No, they won't.
    They will remove chain explosion of each bomb upon cast. Currently it like spammable Curse
    ezgif-1-bf9fd75af3.gif
    Edited by Cinbri on October 17, 2017 9:07AM
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