My suggestion for a more reliable, well-balanced skill:
Base skill-
1. Remove all snares/roots on cast and provide 4s of immunity. (No other debuffs cleansed).
2. HoT that ticks every 2s and has synergy opportunity (same as current)
Morph additions:
Ritual of Retribution-
DoT that ticks every 2s over the duration (same as current).
Extended Ritual-
Remove 2 additional effects on cast. While standing in the Ritual circle, cleanse 1 negative effect every 2 seconds for the duration.
My suggestion for a more reliable, well-balanced skill:
Base skill-
1. Remove all snares/roots on cast and provide 4s of immunity. (No other debuffs cleansed).
2. HoT that ticks every 2s and has synergy opportunity (same as current)
Morph additions:
Ritual of Retribution-
DoT that ticks every 2s over the duration (same as current).
Extended Ritual-
Remove 2 additional effects on cast. While standing in the Ritual circle, cleanse 1 negative effect every 2 seconds for the duration.
Hello.
My main is a PvP Templar and since launch I have been watching this buff'n'debuff bacchanalia. Buff system was changed in the past, and now we have pretty simple categories BUT addons actually show you all this trash of numerous effects. Moreover, here we have a Templar paradox:
1) Ritual (5 negatives effects removal) cripples the whole point of DoT builds and debuffers.
2) You can cast even 2 Rituals in a row and still be standing in god damned roots because of trashy debuffs on you.
Here is a GIF where I procc 4 effects with 1 gcd. Earlier it was even 5, I don't know when the changes came.I think it's a bit broken. My proposals are:
- Extended Ritual removes 3 effects instead of 5
- Several effects in one spell = one debuff with corresponding name. For example, Elemental Drain currently applies Major Breach and Minor Magicka steal. I suggest them both be one single group of 2 different debuffs - just one Elemental Drain.
- Now hidden BUFFTEMPLAR thing - think again about Blinding Flashes tool, dear devs.
@ZOS_JessicaFolsom and @ZOS_GinaBruno
dodgehopper_ESO wrote: »Hello.
My main is a PvP Templar and since launch I have been watching this buff'n'debuff bacchanalia. Buff system was changed in the past, and now we have pretty simple categories BUT addons actually show you all this trash of numerous effects. Moreover, here we have a Templar paradox:
1) Ritual (5 negatives effects removal) cripples the whole point of DoT builds and debuffers.
2) You can cast even 2 Rituals in a row and still be standing in god damned roots because of trashy debuffs on you.
Here is a GIF where I procc 4 effects with 1 gcd. Earlier it was even 5, I don't know when the changes came.I think it's a bit broken. My proposals are:
- Extended Ritual removes 3 effects instead of 5
- Several effects in one spell = one debuff with corresponding name. For example, Elemental Drain currently applies Major Breach and Minor Magicka steal. I suggest them both be one single group of 2 different debuffs - just one Elemental Drain.
- Now hidden BUFFTEMPLAR thing - think again about Blinding Flashes tool, dear devs.
@ZOS_JessicaFolsom and @ZOS_GinaBruno
This is a horrible assessment. Templar has 1 cc in the form of knockback and you want to take away even more? I am already sick of what they've done to Templars on so many levels. What the hell do you want them to do? Get a bulldozer and pile more dirt on the grave?
Blinding Flashes would be nice - but recommending nerfs when the class just needs major repair isn't too helpful. Templar may have its uses as a burst damage character but it has the worst sustain of any class (Stamplar) and a very rigid build (Magplar). Templar lost its soul, which is why we're all vampires now. I'm sorry I find it hard to be constructive about Templar any more. This class has always been my stylistic favorite but I'm learning to hate this class.
dodgehopper_ESO wrote: »Hello.
My main is a PvP Templar and since launch I have been watching this buff'n'debuff bacchanalia. Buff system was changed in the past, and now we have pretty simple categories BUT addons actually show you all this trash of numerous effects. Moreover, here we have a Templar paradox:
1) Ritual (5 negatives effects removal) cripples the whole point of DoT builds and debuffers.
2) You can cast even 2 Rituals in a row and still be standing in god damned roots because of trashy debuffs on you.
Here is a GIF where I procc 4 effects with 1 gcd. Earlier it was even 5, I don't know when the changes came.I think it's a bit broken. My proposals are:
- Extended Ritual removes 3 effects instead of 5
- Several effects in one spell = one debuff with corresponding name. For example, Elemental Drain currently applies Major Breach and Minor Magicka steal. I suggest them both be one single group of 2 different debuffs - just one Elemental Drain.
- Now hidden BUFFTEMPLAR thing - think again about Blinding Flashes tool, dear devs.
@ZOS_JessicaFolsom and @ZOS_GinaBruno
This is a horrible assessment. Templar has 1 cc in the form of knockback and you want to take away even more? I am already sick of what they've done to Templars on so many levels. What the hell do you want them to do? Get a bulldozer and pile more dirt on the grave?
Blinding Flashes would be nice - but recommending nerfs when the class just needs major repair isn't too helpful. Templar may have its uses as a burst damage character but it has the worst sustain of any class (Stamplar) and a very rigid build (Magplar). Templar lost its soul, which is why we're all vampires now. I'm sorry I find it hard to be constructive about Templar any more. This class has always been my stylistic favorite but I'm learning to hate this class.
I'm not sure you read my post accurately. Why do you write about CC?
dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »Hello.
My main is a PvP Templar and since launch I have been watching this buff'n'debuff bacchanalia. Buff system was changed in the past, and now we have pretty simple categories BUT addons actually show you all this trash of numerous effects. Moreover, here we have a Templar paradox:
1) Ritual (5 negatives effects removal) cripples the whole point of DoT builds and debuffers.
2) You can cast even 2 Rituals in a row and still be standing in god damned roots because of trashy debuffs on you.
Here is a GIF where I procc 4 effects with 1 gcd. Earlier it was even 5, I don't know when the changes came.I think it's a bit broken. My proposals are:
- Extended Ritual removes 3 effects instead of 5
- Several effects in one spell = one debuff with corresponding name. For example, Elemental Drain currently applies Major Breach and Minor Magicka steal. I suggest them both be one single group of 2 different debuffs - just one Elemental Drain.
- Now hidden BUFFTEMPLAR thing - think again about Blinding Flashes tool, dear devs.
@ZOS_JessicaFolsom and @ZOS_GinaBruno
This is a horrible assessment. Templar has 1 cc in the form of knockback and you want to take away even more? I am already sick of what they've done to Templars on so many levels. What the hell do you want them to do? Get a bulldozer and pile more dirt on the grave?
Blinding Flashes would be nice - but recommending nerfs when the class just needs major repair isn't too helpful. Templar may have its uses as a burst damage character but it has the worst sustain of any class (Stamplar) and a very rigid build (Magplar). Templar lost its soul, which is why we're all vampires now. I'm sorry I find it hard to be constructive about Templar any more. This class has always been my stylistic favorite but I'm learning to hate this class.
I'm not sure you read my post accurately. Why do you write about CC?
I am writing about CC specifically because Templar has none. What makes Templar unique is its capacity to buff and debuff. The Templar is supposed to be a sluggish mobile-home that wanders around buffing, debuffing, and healing. That's how the class has been shifted under Wrobel. In Beta/Alpha the class was a tanky high regenerating healer/warrior. Its just not the same class. Everyone [snip] about damage output on Templar and they ruined my Tank build 3 times over. I'm appreciative that you mentioned Blinding Flashes but I have my doubts they'll add it in after they wreck the class.
If the class is designed with buff/debuff in mind and soft cc in the form of snares and knockback that is part of the class design. We lack mobility but we are meant to punish people getting in our sphere of influence. In a class without CC do you really think we're going to do any punishing if we also have no debuff and cleanse? As a Stamplar nowadays its all about being a death rocket (the tanky warrior is gone) and as a Magplar its still the same heal and heal some more followed by some jabbing and radianting at the end. I think @Joy_Division is right in mentioning how other classes can pile massive amounts of debuff in one second as well. The Cleanse is a major part of Templar defense and if you wreck that they seriously need to bring up the class in other areas. My Templar is a second-string character of mine at best and I use to be a die-hard Templar. I can barely stand what they've done to it now. I appreciate that you want them to fix the class but the problem is you're attacking the basic design that Wrobel has laid out for the class the last 2 years. I'm not sure the changes you recommend are going to go over as well as you like. Blazing Shield is a pale reminder of its former self. Balanced Warrior is easily replicated by other classes with better recovery now. The self heal of Templar is still really stupid and heals other people - not very good if you want to be a tank, meanwhile the class passives are geared around healing. The way the passives and damage skills are designed it forces you to ignore a number of passives or jab jab jab. I could go on. Lets face it as well, the Major Defile you get from Templar isn't that amazing and still falls prey to a wind up that almost anyone can avoid if they're breathing and their eyes are open.
Eclipse is back to being a garbage skill again and for what purpose? Who uses this thing any more? I'm sorry if I'm bringing sour feelings to the forum but I've been getting progressively more angry about Templar class and I don't want to do that. There is a reason that I didn't even load up the forums for a while. Part of it was real life and part of it was my desire not to complain about this class.
I realize the concern about damage over time builds but even the damage over time builds don't have much to worry about here by Templar cleansing. These builds layer burst along with DOT and simultaneously they ALL have significant levels of CC that a Templar does not have access to. I'm just not convinced this is a problem with the class when literally the best defense Templar has is its ritual. If you take this away they're going to have to really take a look at a complete redesign of the whole class. This might not be an awful thing but it makes me nervous.
dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »Hello.
My main is a PvP Templar and since launch I have been watching this buff'n'debuff bacchanalia. Buff system was changed in the past, and now we have pretty simple categories BUT addons actually show you all this trash of numerous effects. Moreover, here we have a Templar paradox:
1) Ritual (5 negatives effects removal) cripples the whole point of DoT builds and debuffers.
2) You can cast even 2 Rituals in a row and still be standing in god damned roots because of trashy debuffs on you.
Here is a GIF where I procc 4 effects with 1 gcd. Earlier it was even 5, I don't know when the changes came.I think it's a bit broken. My proposals are:
- Extended Ritual removes 3 effects instead of 5
- Several effects in one spell = one debuff with corresponding name. For example, Elemental Drain currently applies Major Breach and Minor Magicka steal. I suggest them both be one single group of 2 different debuffs - just one Elemental Drain.
- Now hidden BUFFTEMPLAR thing - think again about Blinding Flashes tool, dear devs.
@ZOS_JessicaFolsom and @ZOS_GinaBruno
This is a horrible assessment. Templar has 1 cc in the form of knockback and you want to take away even more? I am already sick of what they've done to Templars on so many levels. What the hell do you want them to do? Get a bulldozer and pile more dirt on the grave?
Blinding Flashes would be nice - but recommending nerfs when the class just needs major repair isn't too helpful. Templar may have its uses as a burst damage character but it has the worst sustain of any class (Stamplar) and a very rigid build (Magplar). Templar lost its soul, which is why we're all vampires now. I'm sorry I find it hard to be constructive about Templar any more. This class has always been my stylistic favorite but I'm learning to hate this class.
I'm not sure you read my post accurately. Why do you write about CC?
I am writing about CC specifically because Templar has none. What makes Templar unique is its capacity to buff and debuff. The Templar is supposed to be a sluggish mobile-home that wanders around buffing, debuffing, and healing. That's how the class has been shifted under Wrobel. In Beta/Alpha the class was a tanky high regenerating healer/warrior. Its just not the same class. Everyone [snip] about damage output on Templar and they ruined my Tank build 3 times over. I'm appreciative that you mentioned Blinding Flashes but I have my doubts they'll add it in after they wreck the class.
If the class is designed with buff/debuff in mind and soft cc in the form of snares and knockback that is part of the class design. We lack mobility but we are meant to punish people getting in our sphere of influence. In a class without CC do you really think we're going to do any punishing if we also have no debuff and cleanse? As a Stamplar nowadays its all about being a death rocket (the tanky warrior is gone) and as a Magplar its still the same heal and heal some more followed by some jabbing and radianting at the end. I think @Joy_Division is right in mentioning how other classes can pile massive amounts of debuff in one second as well. The Cleanse is a major part of Templar defense and if you wreck that they seriously need to bring up the class in other areas. My Templar is a second-string character of mine at best and I use to be a die-hard Templar. I can barely stand what they've done to it now. I appreciate that you want them to fix the class but the problem is you're attacking the basic design that Wrobel has laid out for the class the last 2 years. I'm not sure the changes you recommend are going to go over as well as you like. Blazing Shield is a pale reminder of its former self. Balanced Warrior is easily replicated by other classes with better recovery now. The self heal of Templar is still really stupid and heals other people - not very good if you want to be a tank, meanwhile the class passives are geared around healing. The way the passives and damage skills are designed it forces you to ignore a number of passives or jab jab jab. I could go on. Lets face it as well, the Major Defile you get from Templar isn't that amazing and still falls prey to a wind up that almost anyone can avoid if they're breathing and their eyes are open.
Eclipse is back to being a garbage skill again and for what purpose? Who uses this thing any more? I'm sorry if I'm bringing sour feelings to the forum but I've been getting progressively more angry about Templar class and I don't want to do that. There is a reason that I didn't even load up the forums for a while. Part of it was real life and part of it was my desire not to complain about this class.
I realize the concern about damage over time builds but even the damage over time builds don't have much to worry about here by Templar cleansing. These builds layer burst along with DOT and simultaneously they ALL have significant levels of CC that a Templar does not have access to. I'm just not convinced this is a problem with the class when literally the best defense Templar has is its ritual. If you take this away they're going to have to really take a look at a complete redesign of the whole class. This might not be an awful thing but it makes me nervous.
if you enjoy playing cleanse-debuff spamfest, that's your point. I do not, and this is mine.
Lack of CC will always be a templar feature, I'm sure about this. And yes, Eslipse is pretty usable now, moreover, you can bug it into oblivion and keep it on immune target.
Look, no one want even more nerfs. My main problem is here:
I claim that constant re-applying of debuffs or recasting of Ritual again and again is annoying gameplay which sometimes leads to rage whispers and insults. For what? For mechanic designed by zos.
If they redo debuff system, Extended Ritual will be almost OP. If they don't - it stays just a strong ability.
Joy_Division wrote: »My suggestion for a more reliable, well-balanced skill:
Base skill-
1. Remove all snares/roots on cast and provide 4s of immunity. (No other debuffs cleansed).
2. HoT that ticks every 2s and has synergy opportunity (same as current)
Morph additions:
Ritual of Retribution-
DoT that ticks every 2s over the duration (same as current).
Extended Ritual-
Remove 2 additional effects on cast. While standing in the Ritual circle, cleanse 1 negative effect every 2 seconds for the duration.
That removes 1 negative effect every 2 seconds. But you canreceive 4 negative effects every second from just a single enemy player. That proposal would just turn Purify into a weak HoT that grants 4 seconds of snare respite.
I don't think it is appreicated just how many debuffs and negative effects are out there or how easily they are applied.
As it is take Siphoner. Every single time you are hit with a weaved attack, you've got this debuff. You'd never get rid of any other debuffs with this version of ritual because Siphoner would get reapplied long before two seconds come up to remove another debuff.
What your are describing is the counter to purge; debuff overload. And in what cases is purge over performing?
In order for purge to take a Nerf we need the following:
- radiant ward to scale of mag. Blazing shield nerf removed but still scale off health.
- cost reduction for some of our base skill costs
- jabs healing nerf to be reversed since our major mending was removed.
- mobilty to be added to the Templar through snare removal or major expedition.
- repentance to receive a makeover similar to NB changes this patch.
- total dark/UC to receive an additional effect or buff (especially total dark that has no functionality after cc immunity is granted)
- solar barrage to be instant cast
- return an AOE cc that other classes still have.
Because purge serves not as a dot debuff but. An immobilze removal. In effect they designed it to be our mobilty because the Templar was designed to protect his "house". But any nerf to purge requires a huge buff to other abilities to compensate for our class identity being stripped.
What your are describing is the counter to purge; debuff overload. And in what cases is purge over performing?
In order for purge to take a Nerf we need the following:
- radiant ward to scale of mag. Blazing shield nerf removed but still scale off health.
- cost reduction for some of our base skill costs
- jabs healing nerf to be reversed since our major mending was removed.
- mobilty to be added to the Templar through snare removal or major expedition.
- repentance to receive a makeover similar to NB changes this patch.
- total dark/UC to receive an additional effect or buff (especially total dark that has no functionality after cc immunity is granted)
- solar barrage to be instant cast
- return an AOE cc that other classes still have.
Because purge serves not as a dot debuff but. An immobilze removal. In effect they designed it to be our mobilty because the Templar was designed to protect his "house". But any nerf to purge requires a huge buff to other abilities to compensate for our class identity being stripped.
Fair enough. That's why I wrote about Blinding Flashes. Instead of adjusting a ton of skills which won't happen, they can bring back a really powerful blinding debuff and adapt it.
dodgehopper_ESO wrote: »What your are describing is the counter to purge; debuff overload. And in what cases is purge over performing?
In order for purge to take a Nerf we need the following:
- radiant ward to scale of mag. Blazing shield nerf removed but still scale off health.
- cost reduction for some of our base skill costs
- jabs healing nerf to be reversed since our major mending was removed.
- mobilty to be added to the Templar through snare removal or major expedition.
- repentance to receive a makeover similar to NB changes this patch.
- total dark/UC to receive an additional effect or buff (especially total dark that has no functionality after cc immunity is granted)
- solar barrage to be instant cast
- return an AOE cc that other classes still have.
Because purge serves not as a dot debuff but. An immobilze removal. In effect they designed it to be our mobilty because the Templar was designed to protect his "house". But any nerf to purge requires a huge buff to other abilities to compensate for our class identity being stripped.
Fair enough. That's why I wrote about Blinding Flashes. Instead of adjusting a ton of skills which won't happen, they can bring back a really powerful blinding debuff and adapt it.
The Blinding Flashes comment you had was the only part I agreed with. I think @Minno generally gets the point of what bothers me about Templar. I enjoy my Magplar but lets face it I started this game with a Knight in mind which means Tank or Stamplar build. Magplar also has its problems in design as well.
I would love to see the Ward options as Minno describes. More choice is good. I would love to see severe cost reduction and regeneration in our skills. Repentance is an affront to Stamplars everywhere and while I use to enjoy teaming with friends it now makes me (not so) secretly hate teaming with them. Solar Barrage is just an insult when you compare to other classes with similar 'aura-damage' type powers. Solar Barrage might actually be even worse than what it use to be and that's amazing. The whole Templar class is slow windups, long cast times, channels and easy telegraphs. Getting rid of the cleanse won't change that fact.
UppGRAYxDD wrote: »Hey hey now, don't talk about Templars too much or they ll catch another nerf...
@Joy_Division
Maybe it's impossible due to code, but I do think that reducing amount of debuffs is healthy. I try to describe.
I see it like a "tree". You cast a spell which applies several effects, but all of them are in the "main" one, so they are connected to it like branches to the stem. If you purging, priority of purge goes to the main stem, deleting all his branches.
I don't claim DoT builds are fully countered by templar, cos It's obviously not. I claim that constant re-applying of debuffs or recasting of Ritual again and again is annoying gameplay which sometimes leads to rage whispers and insults. For what? For mechanic designed by zos.
That is a tactical using of Ritual, not the one from developer's comment under the Ritual recent nerf. There can't be tactical Ritual in current system - only spam.
As a Templar I want to be untied to Extended Ritual, that's why I reminded of good old Blinding Flashes, but having one more cool defensive tool will mostly benefit dedicated healers, and they don't deserve a buff, in my opinion.
dodgehopper_ESO wrote: »What your are describing is the counter to purge; debuff overload. And in what cases is purge over performing?
In order for purge to take a Nerf we need the following:
- radiant ward to scale of mag. Blazing shield nerf removed but still scale off health.
- cost reduction for some of our base skill costs
- jabs healing nerf to be reversed since our major mending was removed.
- mobilty to be added to the Templar through snare removal or major expedition.
- repentance to receive a makeover similar to NB changes this patch.
- total dark/UC to receive an additional effect or buff (especially total dark that has no functionality after cc immunity is granted)
- solar barrage to be instant cast
- return an AOE cc that other classes still have.
Because purge serves not as a dot debuff but. An immobilze removal. In effect they designed it to be our mobilty because the Templar was designed to protect his "house". But any nerf to purge requires a huge buff to other abilities to compensate for our class identity being stripped.
Fair enough. That's why I wrote about Blinding Flashes. Instead of adjusting a ton of skills which won't happen, they can bring back a really powerful blinding debuff and adapt it.
The Blinding Flashes comment you had was the only part I agreed with. I think @Minno generally gets the point of what bothers me about Templar. I enjoy my Magplar but lets face it I started this game with a Knight in mind which means Tank or Stamplar build. Magplar also has its problems in design as well.
I would love to see the Ward options as Minno describes. More choice is good. I would love to see severe cost reduction and regeneration in our skills. Repentance is an affront to Stamplars everywhere and while I use to enjoy teaming with friends it now makes me (not so) secretly hate teaming with them. Solar Barrage is just an insult when you compare to other classes with similar 'aura-damage' type powers. Solar Barrage might actually be even worse than what it use to be and that's amazing. The whole Templar class is slow windups, long cast times, channels and easy telegraphs. Getting rid of the cleanse won't change that fact.
It's just frustrating. We don't have mobilty because we had a strong AOE cc, strong healing buffs and our class was designed to use Stam/mag stats back when we could be hybrids.
But now, we don't have major mending, we lost blinding flashes for a ranged execute that was nerfed a few times, and in order to fill Stam/mag builds some strong morphs are given to one or the other without compensation.
If we aren't going to get mending back or an strong as or cc, we need mobilty and a interesting one. Same goes for DKs, but at least they still have their AOE cc.
dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »What your are describing is the counter to purge; debuff overload. And in what cases is purge over performing?
In order for purge to take a Nerf we need the following:
- radiant ward to scale of mag. Blazing shield nerf removed but still scale off health.
- cost reduction for some of our base skill costs
- jabs healing nerf to be reversed since our major mending was removed.
- mobilty to be added to the Templar through snare removal or major expedition.
- repentance to receive a makeover similar to NB changes this patch.
- total dark/UC to receive an additional effect or buff (especially total dark that has no functionality after cc immunity is granted)
- solar barrage to be instant cast
- return an AOE cc that other classes still have.
Because purge serves not as a dot debuff but. An immobilze removal. In effect they designed it to be our mobilty because the Templar was designed to protect his "house". But any nerf to purge requires a huge buff to other abilities to compensate for our class identity being stripped.
Fair enough. That's why I wrote about Blinding Flashes. Instead of adjusting a ton of skills which won't happen, they can bring back a really powerful blinding debuff and adapt it.
The Blinding Flashes comment you had was the only part I agreed with. I think @Minno generally gets the point of what bothers me about Templar. I enjoy my Magplar but lets face it I started this game with a Knight in mind which means Tank or Stamplar build. Magplar also has its problems in design as well.
I would love to see the Ward options as Minno describes. More choice is good. I would love to see severe cost reduction and regeneration in our skills. Repentance is an affront to Stamplars everywhere and while I use to enjoy teaming with friends it now makes me (not so) secretly hate teaming with them. Solar Barrage is just an insult when you compare to other classes with similar 'aura-damage' type powers. Solar Barrage might actually be even worse than what it use to be and that's amazing. The whole Templar class is slow windups, long cast times, channels and easy telegraphs. Getting rid of the cleanse won't change that fact.
It's just frustrating. We don't have mobilty because we had a strong AOE cc, strong healing buffs and our class was designed to use Stam/mag stats back when we could be hybrids.
But now, we don't have major mending, we lost blinding flashes for a ranged execute that was nerfed a few times, and in order to fill Stam/mag builds some strong morphs are given to one or the other without compensation.
If we aren't going to get mending back or an strong as or cc, we need mobilty and a interesting one. Same goes for DKs, but at least they still have their AOE cc.
There's another forum thread going on where the fellow is irritated about DK lack of mobility and 'no other class has mobility problems'. I had to at least make the point that Templars fall in this category and at the least DK has CC to make up for it. I neglected to mention that DK's have the best CC in the game. I still feel for the guy's point though with regard to StamDragons.