Lightspeedflashb14_ESO wrote: »Just skimmed but the biggest thing is that there was a stun on sweeps/jabs for a long time, it was a bad idea then and it is a bad idea now.
Balance idea:
Templar:
Fix Jesus beam, its pretty much niche low value atm as its only barely worth running at ~ >10%
Anything less than 25% where it becomes effective is crap.
Ragnarock41 wrote: »Balance idea:
Templar:
Fix Jesus beam, its pretty much niche low value atm as its only barely worth running at ~ >10%
Anything less than 25% where it becomes effective is crap.
There is a very good reason that skill got nerfed.
and even with the nerf Its still a strong zerg tool. templar can have buffs, but not on jesus beam, no thanks.
Now make templars actually killable, then they can get buffs.
Ragnarock41 wrote: »Balance idea:
Templar:
Fix Jesus beam, its pretty much niche low value atm as its only barely worth running at ~ >10%
Anything less than 25% where it becomes effective is crap.
There is a very good reason that skill got nerfed.
and even with the nerf Its still a strong zerg tool. templar can have buffs, but not on jesus beam, no thanks.
Now make templars actually killable, then they can get buffs.
Lightspeedflashb14_ESO wrote: »Ragnarock41 wrote: »Balance idea:
Templar:
Fix Jesus beam, its pretty much niche low value atm as its only barely worth running at ~ >10%
Anything less than 25% where it becomes effective is crap.
There is a very good reason that skill got nerfed.
and even with the nerf Its still a strong zerg tool. templar can have buffs, but not on jesus beam, no thanks.
Now make templars actually killable, then they can get buffs.
Block or interrupted with venom arrow or crushing shock. It is a bright yellow beam.
Templar are crap DPS in pve without Jesus beam working like it did. Just because you can't figure out how to defend against it in PvP, don't gimp an entire class in pve.
The whole nerf Jesus beam in PvP is a joke tbf. People were complaining that a dozen players could kill them using it...
Try killing someone 1v1 with Jesus beam prior to the fix.
Also in PvE, yes PvE its an absolute joke ability.
I wouldnt care if they made it zero dmg above 25% they just need to improve it as am reasonable execute because as it currently stands it is terrible.
It´s not about buffing Templar for PvE/PvP. It´s about fixing a skill that´s broken. There should be no conditions to fix something that´s broken or not working as intended.
Ragnarock41 wrote: »The whole nerf Jesus beam in PvP is a joke tbf. People were complaining that a dozen players could kill them using it...
Try killing someone 1v1 with Jesus beam prior to the fix.
Also in PvE, yes PvE its an absolute joke ability.
I wouldnt care if they made it zero dmg above 25% they just need to improve it as am reasonable execute because as it currently stands it is terrible.
Its a very bad design of a skill.
Magplar can have power in somewhere else.
It needs a rework, It just lacks risk in pvp.
Actually a range nerf would put it in line.
reduce the range to 10m and then fix the scaling.
That way templars would need to actually get in some danger in pvp, while in pve I would be a net buff.
@Ragnarock41Ragnarock41 wrote: »It´s not about buffing Templar for PvE/PvP. It´s about fixing a skill that´s broken. There should be no conditions to fix something that´s broken or not working as intended.
If Its about fixing something broken, Im pretty sure DK has some priority to get fixed before templar.
IF there should be no condition to fix something that's broken,
I want a fix to wings, chains,petrify,inferno,dk standart,leap,volatile armor,corrosive armor....
almost all the dk abilities are broken or nerfed to being useless.
This is done because zos wanted to ''fix'' Dk.
You want your class ''fixed'' by the same guys who did this to dk ? good luck sir.
Waffennacht wrote: »Surprised nobody has batted an eye at the warden buff
Ragnarock41 wrote: »It´s not about buffing Templar for PvE/PvP. It´s about fixing a skill that´s broken. There should be no conditions to fix something that´s broken or not working as intended.
If Its about fixing something broken, Im pretty sure DK has some priority to get fixed before templar.
IF there should be no condition to fix something that's broken,
I want a fix to wings, chains,petrify,inferno,dk standart,leap,volatile armor,corrosive armor....
almost all the dk abilities are broken or nerfed to being useless.
This is done because zos wanted to ''fix'' Dk.
You want your class ''fixed'' by the same guys who did this to dk ? good luck sir.
lucky_Sage wrote: »Dragonknightelderdragon passive into a cost reduction passive.
making standard give a group but like minor heroism and make shifting standard into a player based aoe to make it mmore viable for pvp and both changes to it will help give dks something to bring to the group that wardens and tank sup sorcs don't do better.
give the reflective plate morph removes roots and snares instead of minor ward.this change with some sustain buffs would allow magdks not to be forced into vampire and with shuffle change help heavy armor stam dks if choose to use magicka.
a passive that minorly counters purge like maybe everytime a dk DoT is removed from targets gets 35 weapon and spell dmg stacking up 10 times for 6 seconds which would give the dk time to reaplay some but with thoughtful cleansing from healer or Templar wouldn't allow it to get out of hand and to strong
a stonefirst rework should happen a aoe heal like blessing of protection and it also sets enemies off balance who get hit by it. one morph can full on stun and the other can give ally a HoT. (fits in with them making everyclass has a line for each role) animation would be puching the ground and a magma shock wave in front of caster
fragmented shield should now scale off max magicka and give a HoT effect on it
ash cloud reduce cost and increase dmg to be on par with sorcs and nb ground aoe make it cast on the feet of the caster.
sorccrystal shard base spell should have proc chance then the player chooses single target burst like lower cost or aoe and stun
templarbalanced warrior should alsao increase magick dmg
pucturing strikes now also builds but stacks going to 8 times and stuns the target for 2 seconds and is unlockable only one enemy can be stunned by it at a time
wardengive swarm increases dmg to low health targets just like posion injection and one morph should be stam
increase the duration on falcons swiftness to 15 seconds
I main a dk so I have more ideas for them sorry I don't know much of nightblades at all and limited on other classes.
blocking should be looked into its one of the reasons they say dks are strong in pvp but they use as crutch this guys has a good idea @krathos https://forums.elderscrollsonline.com/en/discussion/376284/change-how-block-is-calculated-how-to-fix-the-real-perma-block-issue/p1
heavy armorthe wrath change is fine but a passive being slit up into 2 without buffing them doesn't makes sense but a new passive should have been made like light and heavy attacks now restore 50% of the other resource so a destroy staff would give some stam back dw would give some magick back
medium armorwhen dodge rolling should reduce dmg by 20% to help it with undodgeables
maybe the weapon dmg passive should become a flat value something that competes with light armor spell pen
destruction staffancient knowledge should give you the passive without a ability slotted to be on par with 2h and DW
Elemental Susceptibility should taunt the enemy with a frost staff equipped
please add on if you want and give your opinion but keep constructive and reasonable ideas.
Waffennacht wrote: »@ak_pvp I'm a part of the, "no more nerfs" crowd, just surprised the idea didn't get someone tar and feathered.
Waffennacht wrote: »@ak_pvp I'm a part of the, "no more nerfs" crowd, just surprised the idea didn't get someone tar and feathered.
UnversedNumber3 wrote: »I didn tread everything but I did see the taunt with elemental susceptibility while wielding an ice staff. There is a few reasons why I think this is a bad idea.
1. Elemental susceptibility and its morphs are free to cast and ranged. This as a taut would outclass other taunts and is not really fair.
2. This is not really fair to DPS that are using a frost staff (I know there arent very many). When I run solo or small group I sometimes run ele drain and I dont want to be taunting the boss every 20ish seconds.
3. A heavy attack from a frost staff already taunts do you need ele drain to taunt as well?