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PTS Update 16 - Feedback Thread for Templar

  • LordSlif
    LordSlif
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    Shame zos
  • Minno
    Minno
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    Cinbri wrote: »
    Minno wrote: »
    @Cinbri
    Lol they are going to fix the timebomb ignoring cc immunity.


    @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?

    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 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)


    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.


    @Minno No, they won't.
    They will remove chain explosion of each bomb upon cast. Currently it like spammable Curse
    ezgif-1-bf9fd75af3.gif

    AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH im dumb.

    Ok ill edit my comment above.

    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • LordSlif
    LordSlif
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    Empower for templars is a shame.
  • dodgehopper_ESO
    dodgehopper_ESO
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    In the balance calculus that ZoS is going through I believe they should look at the resource recovery of the class. One way to make a point to them would be to ask them to compare ratio of the Classes to Vampires. I suspect Templar is going to have a much higher ratio of Vampires than any other class. Doesn't this strike anyone else as odd both thematically and from the perspective of game balance? Clearly something is going on with this and it is worth considering.
    Edited by dodgehopper_ESO on October 16, 2017 6:46PM
    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>
  • Mystrius_Archaion
    Mystrius_Archaion
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    Firstmep wrote: »
    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.

    You're misinformed.
    It does have a cap on the copied damage, but that doesn't make it "not scale with anything but magicka". That's to prevent it from being limitless and being overpowered. It still scales perfectly with all damage applied to the enemy, including spell damage buffed damage and crits.
    You just want it uncapped, don't you? You want it overpowered. I probably would also, but it's not going to happen.

    And, there is no reason for it to behave differently in pvp when it is balanced better now.
  • Mystrius_Archaion
    Mystrius_Archaion
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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.

    This isn't really a "test" server; it's just a "preview" server. It always goes live with relatively minor changes and, like most people, they refuse to acknowledge, let alone admit, to their mistakes and reverse things to previous ideas that may possibly work now.
    People are so predictable, both us and them. They don't understand that or they would be able to balance much more easily while allowing us to enjoy it.
  • dodgehopper_ESO
    dodgehopper_ESO
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    Firstmep wrote: »
    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.

    You're misinformed.
    It does have a cap on the copied damage, but that doesn't make it "not scale with anything but magicka". That's to prevent it from being limitless and being overpowered. It still scales perfectly with all damage applied to the enemy, including spell damage buffed damage and crits.
    You just want it uncapped, don't you? You want it overpowered. I probably would also, but it's not going to happen.

    And, there is no reason for it to behave differently in pvp when it is balanced better now.

    I wish all game rule balance was built upon PvP balance. If that means pve needs reworking I say so be it. It would be a lot easier for them to build toward PvP balance than it would PvE and even with errors it would be much less damaging to the game. I've seen it done in other games and I've never had a problem with games built around PvP (either in pve or pvp).
    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>
  • LordSlif
    LordSlif
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    They did not read this thread. we wasted our time here.
  • LordSlif
    LordSlif
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    22 pages = nothing
    Edited by LordSlif on October 16, 2017 8:31PM
  • Joy_Division
    Joy_Division
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    I'd say I'm surprised, but after the 90+ page of disregarded feedback during the Thieve's Guild, I'm most certainly not.

    However, I'm still disappointed.

    Is Eclipse useful? I don't know. I know I'm absolutely never going to use the total dark morph, but they may have made the other one do so much damage, I'd use it as an offensive weapon (something the skill was not designed for).

    But that was pretty low on the list of issues I find much more important: Radiant destruction and Sweeps not scaling correctly first and foremost.

    I can't say I'm excited about solar barrage: a cast time with a buff I have no control over that has no synergy with my class? Even if that works on a DPS target dummy, that's not exactly that either skillful or interesting to actual use - you push a button and stuff just happens.

    Healing ritual is a pointless buff; the skill is markedly inferior to Healing Springs. OK, I've lived without it for 3+ years so I don;t really care, but it still bothers me that counts as our "buff" for this patch.

    Especially when we're just slapped with a flat out nerf to a skill we actually do use and is a class defining skill. I won't claim that templar are being singled out unfairly here as just about every other class got a defining skill unnecessarily nerfed, but this is *not* how to go about making us anticipate the next patch with genuine excitement.

    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • DisgracefulMind
    DisgracefulMind
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    I'd say I'm surprised, but after the 90+ page of disregarded feedback during the Thieve's Guild, I'm most certainly not.

    However, I'm still disappointed.

    Is Eclipse useful? I don't know. I know I'm absolutely never going to use the total dark morph, but they may have made the other one do so much damage, I'd use it as an offensive weapon (something the skill was not designed for).

    But that was pretty low on the list of issues I find much more important: Radiant destruction and Sweeps not scaling correctly first and foremost.

    I can't say I'm excited about solar barrage: a cast time with a buff I have no control over that has no synergy with my class? Even if that works on a DPS target dummy, that's not exactly that either skillful or interesting to actual use - you push a button and stuff just happens.

    Healing ritual is a pointless buff; the skill is markedly inferior to Healing Springs. OK, I've lived without it for 3+ years so I don;t really care, but it still bothers me that counts as our "buff" for this patch.

    Especially when we're just slapped with a flat out nerf to a skill we actually do use and is a class defining skill. I won't claim that templar are being singled out unfairly here as just about every other class got a defining skill unnecessarily nerfed, but this is *not* how to go about making us anticipate the next patch with genuine excitement.

    Everything you've said 100%. Even Morrowind we had a huge, huge thread of some really great, thorough, and well thought-out feedback. Ignored.
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • Mystrius_Archaion
    Mystrius_Archaion
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    Firstmep wrote: »
    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.

    You're misinformed.
    It does have a cap on the copied damage, but that doesn't make it "not scale with anything but magicka". That's to prevent it from being limitless and being overpowered. It still scales perfectly with all damage applied to the enemy, including spell damage buffed damage and crits.
    You just want it uncapped, don't you? You want it overpowered. I probably would also, but it's not going to happen.

    And, there is no reason for it to behave differently in pvp when it is balanced better now.

    I wish all game rule balance was built upon PvP balance. If that means pve needs reworking I say so be it. It would be a lot easier for them to build toward PvP balance than it would PvE and even with errors it would be much less damaging to the game. I've seen it done in other games and I've never had a problem with games built around PvP (either in pve or pvp).

    If it would work, but either way I want to feel overpowered in pve with the ability to increase my own difficulty if I so choose, like a naked dungeon run. LOL
    That's why City of Heroes worked, for example, pvp wasn't perfect but it was balanced enough with separate functions for skills so we could still be relatively overpowered in pve. PVe wasn't treated as a competition there though, at least not while in groups, because everybody had the same goal of winning and doing so easily. We didn't have leader-boards and better rewards for being the top person. We just had bragging rights if somebody wanted to solo some group content.

    I really hate what all the competitive listings have done to games. I don't need to compare myself to others by achievement point scores or tracked time trials or high scores in games. It has just created a toxic atmosphere of pvp in pve in what is supposed to be cooperative gameplay. And there was less animosity than this back in City of Heroes when you could also play a villain in City of Villains and pvp the heroes.
    At least as far as I know, we can't see others' achievement point totals yet in ESO.
  • Soris
    Soris
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    Typical as usual. What do you expect...

    I probably wont use eclipse and solar barrage because i simply have no space on my bars for one additional dmg skill. And even one that has a cast time and useless buff? Lol no.

    If they would have just fix the shield and bring back stun to the shards or self synergy through picking up your own shards, they would be much more worth slotting in terms of utilty defence and damage.

    Well i guess it will remain as a hope for next patch 4 months later :/ Again...
    Welkynd [Templar/AD/EU]
  • Minno
    Minno
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    I'd say I'm surprised, but after the 90+ page of disregarded feedback during the Thieve's Guild, I'm most certainly not.

    However, I'm still disappointed.

    Is Eclipse useful? I don't know. I know I'm absolutely never going to use the total dark morph, but they may have made the other one do so much damage, I'd use it as an offensive weapon (something the skill was not designed for).

    But that was pretty low on the list of issues I find much more important: Radiant destruction and Sweeps not scaling correctly first and foremost.

    I can't say I'm excited about solar barrage: a cast time with a buff I have no control over that has no synergy with my class? Even if that works on a DPS target dummy, that's not exactly that either skillful or interesting to actual use - you push a button and stuff just happens.

    Healing ritual is a pointless buff; the skill is markedly inferior to Healing Springs. OK, I've lived without it for 3+ years so I don;t really care, but it still bothers me that counts as our "buff" for this patch.

    Especially when we're just slapped with a flat out nerf to a skill we actually do use and is a class defining skill. I won't claim that templar are being singled out unfairly here as just about every other class got a defining skill unnecessarily nerfed, but this is *not* how to go about making us anticipate the next patch with genuine excitement.

    While we got a win via UC having unblocked dmg with an interesting reflect component, we lost with:
    - no access to unblockable cc while everyone else received it.
    - purge cost increase with no reason except they probably wanted siphoner to stick on healbots.
    - still no return on changes because of removal of major mending.
    - TD still offers no incentive that justifies the cc immunity.
    - cast times and channels creating a clunky play experience while instant cast dmg remains highest despite obvious counters.
    - missing dmg buffs that other classes get easily.
    - no increase for stamplar love.
    - no defense, no mobility, only heals.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • dodgehopper_ESO
    dodgehopper_ESO
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    Firstmep wrote: »
    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.

    You're misinformed.
    It does have a cap on the copied damage, but that doesn't make it "not scale with anything but magicka". That's to prevent it from being limitless and being overpowered. It still scales perfectly with all damage applied to the enemy, including spell damage buffed damage and crits.
    You just want it uncapped, don't you? You want it overpowered. I probably would also, but it's not going to happen.

    And, there is no reason for it to behave differently in pvp when it is balanced better now.

    I wish all game rule balance was built upon PvP balance. If that means pve needs reworking I say so be it. It would be a lot easier for them to build toward PvP balance than it would PvE and even with errors it would be much less damaging to the game. I've seen it done in other games and I've never had a problem with games built around PvP (either in pve or pvp).

    If it would work, but either way I want to feel overpowered in pve with the ability to increase my own difficulty if I so choose, like a naked dungeon run. LOL
    That's why City of Heroes worked, for example, pvp wasn't perfect but it was balanced enough with separate functions for skills so we could still be relatively overpowered in pve. PVe wasn't treated as a competition there though, at least not while in groups, because everybody had the same goal of winning and doing so easily. We didn't have leader-boards and better rewards for being the top person. We just had bragging rights if somebody wanted to solo some group content.

    I really hate what all the competitive listings have done to games. I don't need to compare myself to others by achievement point scores or tracked time trials or high scores in games. It has just created a toxic atmosphere of pvp in pve in what is supposed to be cooperative gameplay. And there was less animosity than this back in City of Heroes when you could also play a villain in City of Villains and pvp the heroes.
    At least as far as I know, we can't see others' achievement point totals yet in ESO.

    I enjoyed City of Heroes quite a lot. I enjoyed all the classes, and I greatly miss my Tanker Tuesdays. I miss my old Warshade, Soap. I miss my Bane Soldier and my Crab Spider. I miss my masterminds. I miss my stalkers, brutes and scrappers. I miss that crazy Dominator build I did, and my myriad of controllers. The game shouldn't have died, but a bad game producer's Executive Officer cut the cord on a profitable game because he had some lame Korean game he wanted to push that ended up failing. We all know it that played the game, RIP CoH.

    I have to say what is lost a lot in modern MMO's is the way that game developers have taken organic accomplishment and accolades, earned by your peers recognizing skill and also accomplishment and acquiring and combining the right gear... and taken natural accolades (that of other players) and tied it into a strange hamster wheel of gear gathering and showing off the latest shiny. This works well if you're selling garbage bling on a digital item store. I'm not faulting Zenimax for this. Its the marketplace that the Chinese and Korean MMO market ruined. Its successful and profitable but it doesn't change the fact that it fundamentally harmed the environment, possibly forever. This fundamental truth is actually why I've said for years that ESO will be my last MMO, and I certainly meant it. I just don't see the marketplace changing any time soon, and besides I think the next hobby I take up will have its own rewards.

    I could go into tangents on both topics but I'll stop. The point @Mystrius_Archaion makes is well received. PvP was done in City of Heroes 'for the fun of it'. Actually all the content was like that, and I never felt like I had to be the best of the best of the best in that game (although I think without tooting my own horn too much, I was pretty good). The Social dynamic and the gameplay are what should matter and be interesting. I argue the balance around PvP first as a means to keep the game consistent in gameplay. It would also mean that players who come from PvE-land aren't utterly shocked to discover that 'none of their heals work'.
    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>
  • dodgehopper_ESO
    dodgehopper_ESO
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    Soris wrote: »
    Typical as usual. What do you expect...

    I probably wont use eclipse and solar barrage because i simply have no space on my bars for one additional dmg skill. And even one that has a cast time and useless buff? Lol no.

    If they would have just fix the shield and bring back stun to the shards or self synergy through picking up your own shards, they would be much more worth slotting in terms of utilty defence and damage.

    Well i guess it will remain as a hope for next patch 4 months later :/ Again...

    I'm just dumbfounded that they think anyone will use Solar Barrage with the changes they've made. I really hope even if we have to wait months for the result, that they take my suggestion and turn this skill into Blinding Flashes. Templar needs a proper cc anyway. Shards could have been that as a TAoE but I don't believe that's the design and purpose they had for that skill. Why? I don't know since it is in the 'Tanker' skill line of Templar. I'd be happy with Barrage being converted to Flashes though, because it would give the class its CC back (and dammit the Meridia set pisses me off because of this) and would take a garbage skill and turn it useful while simultaneously causing players to need to make a choice between a strong Defile/damage skill and a CC skill. It'd be an INTERESTING choice.

    Btw: Repentance is still a steaming pile of poo since the last patch.
    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>
  • Rygonix
    Rygonix
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    It's pointless to bother anymore. The only time this forum is visited by ZoS it is to post another patch revision, then quickly leave afterwards.

    I however would enjoy being proven wrong.

    In fact it seems ZoS pays more attention to "feedback" from General than anything posted in these parts.
    Ceres Des Mortem-Dark Elf Templar, EP
    PC-NA
  • Soris
    Soris
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    What is the purpose of these "Official Feedback" threads then?

    It just creates misconception of they are taking feedbacks from players who actually play the class and know the class, and take this feedback into consideration and work through it to create more healthy and fun experience for both players and the game.

    It is actually more like: "Hey look we did this last night when we were high. You like it or not, we dont really care but you better get used to it because it is going to be the new sheet for the next few months. Maybe in next patch we may revert it because we dont know what we are doing. Why dont you just buy this new mount for 3k crowns limited time only?"
    Welkynd [Templar/AD/EU]
  • Cinbri
    Cinbri
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    On a good side:
    1. Total Dark finally works without bugs.
    2. An old bug with Sweeps affected by wrong CP is fixed. So now enemy can't triple reduce damage from it. Will help in pvp.
    Tho make it count as direct damage would be even better.

    On bad side:
    1. Eclipse old bug still here and upon purging Eclipse you granting free CC Immunity.
    2. Eclipse still grant CC immunity after expire. It soft CC, not hard, so it should not do this. Even by comparing to old one:
    When bubble was unbreakable it granted Immunity coz target didn't had counters to it while attacks werer disabled and so after expire you couldn't spam on enemy. Pre-Morrowind when bubble was breakable it didn't granted Immunity after expire because there was counter - Break Free, but even then when enemy drained all his stamina - you could lock him in bubble, literally disabling all his attacks(range ones).
    But nowdays bubble no longer reflect, its applying debuff. So even if you could spam it non-stop on targets that not breaking it, it still wont disable enemy attacks - he still will be capable of move, heal, attack you but this time with damage return debuff on him.
    New mechanic got rid of problems it had but still works as U14 version for some reason..
    Fix it already.

    3. Puncturing Sweep heals - something that everyone said about already. Back in time it was healing for 40% of damage, but than in 3.2.0 patch it started to be affected by major mending and was nerfed to 35%, coz while being boosted by mending total heal was 42%. 2% is hardly I see as insane buff.
    But now there is no major mending, but only minor one while heal of Sweeps didn't unnerfed. It make currently 35% + 8%minor mending = 37%. I.e. boosted heal is weaker than unboosted previously.
    I see 2 ways of fix it:
    1. Return it back to 40%, so while boosted by mending it will be 40%+8% = ~43%.
    And it will be fair. NBs got 1 more skill that apply insane hot, dks got improvement of their healing orb so now they will have even more self-heal. Or just after watching recap of my bg match with teammate nb: when we both dealt same damage - 1.2m, I healed for 366k while nb healed for 750k, i.e. twice more healing than Templar...

    4. Rune Focus - I already showed in previous posts that it weaker than defense skills of other classes in its defense and weaker than Betty in resource returns.
    And once again other classes got "quality of life improvements" - assassin will hit by itself, dk healing orb now transformed into strong self-heal, Dark Deal nowdays full mobile skill (did anyone still remember old one that was rooting you to ground?). And zos mentioned themselves that combat became fast. And thus mobility play important role.
    Time for Rune Focus to get quality of life improvement - make buff attached not for 8sec, but for majority of time of skill.

    5. Terrible situation with Templar ultimates, that are worst in game for a long time.
    I once again suggest to fix it by tweaking Rite of Passage, especially since other healing ults were adjusted:
    Make Practiced Incantation to heal caster only for 6 seconds, and grant CC immunity for 6 seconds, while stop disabling and rooting caster, etc..
  • Ashamray
    Ashamray
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    Healing Ritual is garbage.
    Zenimax, you have a game with a very fast combat. Cast time abilities work in it only if they give a solid reward like Sorc's Dark Exchange. It is so good that you want to risk!

    Ok, if you like Templar having all his channels and casts, give a reward for completing this now useless cast.
    Boadrig, EU PC

    Very Balanced
    Battleground Beta Testers
    Cite's Legacy
    Colosseum

    Imperial City frequenter
    Imperial City feedback and suggestions
  • Fuxo
    Fuxo
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    What about we give ZERO feedback next PTS? Do you think it's doable? As a silent protest? I mean new players will probably participate anyway, but veteran player could try to resist the temptation.
  • Kilandros
    Kilandros
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    I guess we'll see how Eclipse plays out. The damage buff to it were significant so who knows. It still felt wonky on the PTS but there's also no one to fight on the PTS so it's not like you get an accurate picture.

    Most of all I'm annoyed with Solar Barrage. No one wants the cast time and no one wants the Empower. And yet there it is.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • GallantGuardian
    GallantGuardian
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    I'd say I'm surprised, but after the 90+ page of disregarded feedback during the Thieve's Guild, I'm most certainly not.

    However, I'm still disappointed.

    Is Eclipse useful? I don't know. I know I'm absolutely never going to use the total dark morph, but they may have made the other one do so much damage, I'd use it as an offensive weapon (something the skill was not designed for).

    But that was pretty low on the list of issues I find much more important: Radiant destruction and Sweeps not scaling correctly first and foremost.

    I can't say I'm excited about solar barrage: a cast time with a buff I have no control over that has no synergy with my class? Even if that works on a DPS target dummy, that's not exactly that either skillful or interesting to actual use - you push a button and stuff just happens.

    Healing ritual is a pointless buff; the skill is markedly inferior to Healing Springs. OK, I've lived without it for 3+ years so I don;t really care, but it still bothers me that counts as our "buff" for this patch.

    Especially when we're just slapped with a flat out nerf to a skill we actually do use and is a class defining skill. I won't claim that templar are being singled out unfairly here as just about every other class got a defining skill unnecessarily nerfed, but this is *not* how to go about making us anticipate the next patch with genuine excitement.

    They made me anticipate it so much that I've already removed it from my auto sub featureon my PS4 I won't be resubbing until they fix the class... if it's never than it's never

  • Minno
    Minno
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    ✭✭✭✭✭
    @Cinbri so UC's time bomb no longer goes through break free?
    Cinbri wrote: »
    After last patch Unstable Core's bomb no longer work on Break Free:
    UC_bug.gif
    That is very serious affecting usefulness of it's morph.

    Edited by Minno on October 18, 2017 1:40PM
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Elsterchen
    Elsterchen
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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.

    Stamplar says: no, please. Its one classskill that at least has some use for us,because it doesn't scale of magica or spelldamage. ... and yeah, ofc, the difference to fighters guild shield are ... well... arguably low, but thanks to heal-bot-trolls this ability comes with a (notable) psychological buff in PVP. ;)

    edit... and its cheaper (i.e. the "unused" currency as well as in numbers!)
    Edited by Elsterchen on October 18, 2017 2:16PM
  • Elsterchen
    Elsterchen
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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.

    ... you do know that the ability the guards use is the original eclypse , with minor changes? We wont get it back, it wasn't abused but alot of sorcs started killing themselfes when beeing eclypsed so zeni decided to change it...
  • Cinbri
    Cinbri
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    ✭✭✭✭
    Minno wrote: »
    @Cinbri so UC's time bomb no longer goes through break free?
    Cinbri wrote: »
    After last patch Unstable Core's bomb no longer work on Break Free:
    UC_bug.gif
    That is very serious affecting usefulness of it's morph.

    It became independent. It completely mess GCD and hopefully it bug coz in debuff list it wasn't splitted on CC part and damage part, as it was when Total Dark was changed - it became 2 debuffs, one for CC, one for time bomb.
  • Solariken
    Solariken
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    Another tweak idea for Eclipse:

    1) Increase the trigger cooldown from 750ms to 1 second.

    2) Change triggered damage to a % of target's damage done.

    3) Completely remove CC component and CC immunity.


    Eclipse is NOT a CC and its design/mechanics should reflect this fact; CC-break should NOT be available as a counter for this ability.

    Under this tweak, counterplay includes purge/cleanse, stacking mitigation, AND the option for your target to trigger the effect with a low damage ability such as a light attack before hitting you with a bigger attack (since the damage can occur only once per second).

    This makes the skill behave more reliably for both the caster and the target.
  • LordSlif
    LordSlif
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    shame
  • Minno
    Minno
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    ✭✭✭✭✭
    Cinbri wrote: »
    Minno wrote: »
    @Cinbri so UC's time bomb no longer goes through break free?
    Cinbri wrote: »
    After last patch Unstable Core's bomb no longer work on Break Free:
    UC_bug.gif
    That is very serious affecting usefulness of it's morph.

    It became independent. It completely mess GCD and hopefully it bug coz in debuff list it wasn't splitted on CC part and damage part, as it was when Total Dark was changed - it became 2 debuffs, one for CC, one for time bomb.

    Maybe they didn't like that and how it impacts the debuff count on purges?

    So I assume this means it will not apply it's DMG when the target breaks free?

    Just trying to understand :)
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
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