PTS Update 18 - Feedback Thread for Templar Balance

  • Matrix117
    Matrix117
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    Personally, I wouldn't mind the unused gap closer morph to change into a stam cost, would make for an interesting change in pvp. Also, I feel as if Jabs and sweeps don't do enough damage for the channel time that they have.
  • Swen_von_Walhallion
    Well again nothing new for help stampalr with resources managment, ass lots off ppl say repetence is rly tricky to use and on trila is not much chances when it help you (even when you cun drain your dead group members). REgen on repetence is pointles, at my normal trial setup its give me awesome +52 stamina ragen what is nearly imposible 26 stamina per second ....
    When my cheapest skill PotL cost 1300 stamina it give me frea cast of this skill once per 25s :/

    And for 2nd main reason why was stamplar "welcome" in trial was PotL with minor fracture and minor breach, now you put it on genereci rly rly easy obtainable set. Its just destroy only one valid reason to get staplar in trial, now just replace it with sorc with suderflame set and you have some utility and much more DPS ...

    And with another BoL nerf its rly rly look some1 in ZOS rly rly hard hate templars.


    PS: i start play stamplar short time after relase when all wasy playing magika builds and magika was extremly superior to stamina. But it broke my heart when i see my lovely class as already weakest clas is constatly nerfed again and again without no reason :(
    Adraria Argentum Draco - imperial Stamplar
    Bevdyen Tus Ntxhuav - Orc Stamplar
    Celestun Ira Dei- Imperial Tankplar
    Halldis Rautt Höfuð- Nord Tankplar
    Misawa Yoshike - Breton Healplar
    Lae'ozhael - Dunmer Magplar
  • Ludof
    Ludof
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    Pathetic class for pvping, I threw it away time ago...
    You're nerfing it to the point it will be complete garbage, especially magplars...
    Edited by Ludof on April 17, 2018 6:36AM
    [EP-EU]
    [Cloud Chasers]
    Ludof - Dragonknight EP
    Ludo-Fly-High - Warden DC
    Irenilde Bantrel - Templar EP
    Edd Bastian - Sorcerer EP
    Lvdof - Templar EP
    Nadia Brown - Templar EP
    Ludof Shadowblade -Nightblade EP
    Lùdof- Templar DC
  • Solinur
    Solinur
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    Looks like they scrapped the 5% dmg buff to jabs without any mention of a CP calculation fix :/

    There never was one. Some testers just weren't accurate.
    @Solinur Pact EU - PC (Solinur: Templar - Magicka DD, Moves-like-Günther: Sorcerer - Stamina DD, Kinara Sol: Templar - Stamina DD, )
    Addon Author
  • BohnT
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    Solinur wrote: »
    Looks like they scrapped the 5% dmg buff to jabs without any mention of a CP calculation fix :/

    There never was one. Some testers just weren't accurate.

    What was never there?
    The cp calculation fix is there and every templar knows it
  • Solinur
    Solinur
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    BohnT wrote: »
    Solinur wrote: »
    Looks like they scrapped the 5% dmg buff to jabs without any mention of a CP calculation fix :/

    There never was one. Some testers just weren't accurate.

    What was never there?
    The cp calculation fix is there and every templar knows it

    Sry, I meant the 5% damage buff...
    @Solinur Pact EU - PC (Solinur: Templar - Magicka DD, Moves-like-Günther: Sorcerer - Stamina DD, Kinara Sol: Templar - Stamina DD, )
    Addon Author
  • BohnT
    BohnT
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    Solinur wrote: »
    BohnT wrote: »
    Solinur wrote: »
    Looks like they scrapped the 5% dmg buff to jabs without any mention of a CP calculation fix :/

    There never was one. Some testers just weren't accurate.

    What was never there?
    The cp calculation fix is there and every templar knows it

    Sry, I meant the 5% damage buff...

    Ah thanks for clearing that up
  • Solinur
    Solinur
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    I see some potential for solar barrage in PvE. Getting empower every 2s with the updated light attacks might allow some interesting builds.

    But to go to address the idea of giving access to the tank role for every class, I can't see how there is anything for templars to improve the horrible situation they are in.
    @Solinur Pact EU - PC (Solinur: Templar - Magicka DD, Moves-like-Günther: Sorcerer - Stamina DD, Kinara Sol: Templar - Stamina DD, )
    Addon Author
  • Animus-ESO
    Animus-ESO
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    BohnT wrote: »
    Solinur wrote: »
    BohnT wrote: »
    Solinur wrote: »
    Looks like they scrapped the 5% dmg buff to jabs without any mention of a CP calculation fix :/

    There never was one. Some testers just weren't accurate.

    What was never there?
    The cp calculation fix is there and every templar knows it

    Sry, I meant the 5% damage buff...

    Ah thanks for clearing that up

    The 5 % buff is working. Magplars using sweeps can hit 40 k dps parses now when before 35 k was a feat.
    Dude Where's My Guar?
  • BohnT
    BohnT
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    BohnT wrote: »
    Solinur wrote: »
    BohnT wrote: »
    Solinur wrote: »
    Looks like they scrapped the 5% dmg buff to jabs without any mention of a CP calculation fix :/

    There never was one. Some testers just weren't accurate.

    What was never there?
    The cp calculation fix is there and every templar knows it

    Sry, I meant the 5% damage buff...

    Ah thanks for clearing that up

    The 5 % buff is working. Magplars using sweeps can hit 40 k dps parses now when before 35 k was a feat.

    A fix to the CP bugs is much more important for pvp as they are really useless with the pathetic damage they deal right now
  • Solinur
    Solinur
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    BohnT wrote: »
    Solinur wrote: »
    BohnT wrote: »
    Solinur wrote: »
    Looks like they scrapped the 5% dmg buff to jabs without any mention of a CP calculation fix :/

    There never was one. Some testers just weren't accurate.

    What was never there?
    The cp calculation fix is there and every templar knows it

    Sry, I meant the 5% damage buff...

    Ah thanks for clearing that up

    The 5 % buff is working. Magplars using sweeps can hit 40 k dps parses now when before 35 k was a feat.

    Templars do more damage, true. But it doesn't change the fact that Sweeps damage wasn't changed only the healing they get back from it.
    @Solinur Pact EU - PC (Solinur: Templar - Magicka DD, Moves-like-Günther: Sorcerer - Stamina DD, Kinara Sol: Templar - Stamina DD, )
    Addon Author
  • casparian
    casparian
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    BohnT wrote: »
    Solinur wrote: »
    BohnT wrote: »
    Solinur wrote: »
    Looks like they scrapped the 5% dmg buff to jabs without any mention of a CP calculation fix :/

    There never was one. Some testers just weren't accurate.

    What was never there?
    The cp calculation fix is there and every templar knows it

    Sry, I meant the 5% damage buff...

    Ah thanks for clearing that up

    The 5 % buff is working. Magplars using sweeps can hit 40 k dps parses now when before 35 k was a feat.

    Pretty sure that's just the light attack buff affecting the parse. Everyone's parses will go up now.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Elsterchen
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    danno8 wrote: »
    FYI, the light attack change will bring a rather large increases to DPS. With my current setup I am getting around a 6k increase from an average of around 30k on the test dummy to around 36k easily.

    I am sure other classes will do even better.

    This. I like to test all changes at synergy first before becoming vocal.

    I do have my concerns regarding the impact of ressource pool on damage output, or the changes to 2H now beeing able to utilize 2 5piece sets and monsters... especially when looking at stam vs mag we are sure to see big changes.
    Nevertheless, while I know that magplars need love, stamplars need more love (imho) ;) ... they've been neglegted completely with all templar changes: no tool to utilize empower buff, no change to passives to help with movement or sustain and as for the active skills there's nova, which probably woould be used by stamina templars unless they can grab dawnbreaker/ warhorn or many other just simply better ultimates.

    I just hope basegame changes don't divide templars and dilute feedback too much. magplars enjoy those buffs handed to you, might be the last buffs for a lon time and at least you did get something. *walks back to the room under the stairs and starts crying*

    edit:
    Bonzodog01 wrote: »
    Having just started to main a Stamplar, can I please ask that they recieve a bit of love -

      [*] Biting Jabs - Give this an automatic shield that applies once every 3 or 4 seconds?

      ...

      Sry, but NO. I really want you to enjoy your tankplar, but this ain't the way. Jabs is a damage dealing ability, it already has a secondary effect (if you like) -> the healing of sweeps. A third effect will eventually mean even less damage from the DD part of this ability... and in such a case you won#t need to slot it, bear the clunkyness of its 1.1 s channel in your DD rotation but just leave that slot empty and LA. So, while I understand that Tankplars need some tool to do their job, other then healing, this idea is junk.
      Edited by Elsterchen on April 17, 2018 12:23PM
    • casparian
      casparian
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      Elsterchen wrote: »
      danno8 wrote: »
      FYI, the light attack change will bring a rather large increases to DPS. With my current setup I am getting around a 6k increase from an average of around 30k on the test dummy to around 36k easily.

      I am sure other classes will do even better.

      This. I like to test all changes at synergy first before becoming vocal.

      I do have my concerns regarding the impact of ressource pool on damage output, or the changes to 2H now beeing able to utilize 2 5piece sets and monsters... especially when looking at stam vs mag we are sure to see big changes.
      Nevertheless, while I know that magplars need love, stamplars need more love (imho) ;) ... they've been neglegted completely with all templar changes: no tool to utilize empower buff, no change to passives to help with movement or sustain and as for the active skills there's nova, which probably woould be used by stamina templars unless they can grab dawnbreaker/ warhorn or many other just simply better ultimates.

      I just hope basegame changes don't divide templars and dilute feedback too much. magplars enjoy those buffs handed to you, might be the last buffs for a lon time and at least you did get something. *walks back to the room under the stairs and starts crying*

      Stamplars haven't been entirely neglected by this patch -- the change to Sunderflame means there is no longer any reason for a min-maxed raid to have a Stamplar in the group. Great.
      7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
    • danno8
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      Solinur wrote: »
      I see some potential for solar barrage in PvE. Getting empower every 2s with the updated light attacks might allow some interesting builds.

      But to go to address the idea of giving access to the tank role for every class, I can't see how there is anything for templars to improve the horrible situation they are in.

      In my limited testing, Solar Barrage isn't a completely wasted slot now.

      I slotted it in lieu of double barred Inner Light and the DPS results were basically the same. On live it is a DPS loss every time, no matter where I put the skill.

      So the damage plus the 4*40% Empowered Light attack (my LA were critting for 15k), seems to make up for the cast time.

      But in my opinion, why slot a skill that has a cast time if the benefits are simply on par with a non-cast time skill?

      Lose the cast time, ZoS, and this skill can be a solid choice all round for Templars. Remember this skill is competing with Dark Flare.
      Edited by danno8 on April 17, 2018 12:44PM
    • Anazasi
      Anazasi
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      Healing Ritual: This ability and its morphs no longer have a cast time; they are now instant cast abilities that heal for the same amount. Their costs have been increased to 7290 Magicka from 3780 Magicka.

      This ability cost is too high. Even at 3780 it was way ( 32% compared to my warden healer) higher than Warden Budding seeds (2980) which as you all know heals for as much as hasty prayer as a ranged heal. They removed so many of the templar buffs when they introduced the warden healing class it just makes no sense to increase the cost of this point blank AOE heal ability. You can also argue that the change to insta cast does not warrant almost doubling the cost because there are no cast time heals out there accept what the Templar currently has. Even if you want to argue over the addition of minor expedition as justification for the increased cost you can't because for the last 4 years templars have been the ONLY class without a class ability that grants minor expedition. Since launch templars have been forced to go vamp because the class has suffered mobility issues, you simply can't justify the increase cost for this ability on any level. This is suppose to be about class balance not giving something that should have been changed years ago and then forcing fundamental changes in builds to accommodate new toys.

      (Magic Templar of course)

    • Minno
      Minno
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      We need to focus on underused skills to fix our pain points.

      Right now Templar received no buffs to tanking and marginal healing fixes. Here are the abilities that could use changing:
      - restoring aura
      - radiant ward
      - explosive charge/toppling charge
      - eclipse (fix synergy with hard cc or add root cc)
      - ritual of Retribution (doesn't do enough to debuff)
      - blazing spear (has no extra resorces and mechanically is clunky compared to wall of elements)
      - vamps bane (no difference between it and reflective light aside from more time and 1 projectile).

      What I would like to see done is add defensive, offensive and resource buffs given to these abilitues along with updating them for use in a mobile meta. The changes must make Templars more fun, less clunky, and help offset our role of healers being given to all classes.

      @ZOS_Wrobel @ZOS_GinaBruno can this be done? In this pts cycle?
      Minno - DC - Forum-plar Extraordinaire
      - Guild-lead for MV
      - Filthy Casual
    • Cinbri
      Cinbri
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      So, done a bit of testing and have to say patchnotes 4.0.0 are most disappointed patchnotes I remember and not coz Templar changes but coz compare of how mechanic switches were implemented through other classes changes and it looked like bugs we reported are simply ignored.

      1. So, as patchnotes claim:
      • Increasing the viability of all classes to perform the tank and healer roles: Some class skills have received significant updates to help improve their ability to tank and heal dungeon and Trial content.
      And yet Templar that is worse tank in game received zero buffs to its tanking capability... Why?
      Could start from changing Spear Wall in line with other classes passives, especially such as Iron Skin - i.e. make it independent from skill tree slots to promote frost tanking for templars. Yet nothing was done.

      2. Puncturing Sweeps:
      As expected testers were wrong and skill didn't got 5% damage buff...
      Snare of it that I reported as bug for some unknown reason officially stated to be dodgeable:
      [*]The following now cannot be dodged:
      • Puncturing Strikes and morphs (snare only)
      I don't understand how CC effect that applayable by undodgeable attack suppose to be dodgeable, what is this weird inconsistence in Templar skill?

      Jabs damage: What I see from creating unupgrated template pre-update and check it after update:
      Sweeps pre/after Update:
      sweep_damage.jpg
      Same goes for Biting Jabs. Why does closest damage decreased again? I want to see reports from NA players with their copied characters to test it.

      [b3] Spear Shards[/b]:
      it still despite being instant damage ability is fully considered DoT and buff by dot cp. SO, how does instant damage ability is considered Damage over time? I guess I should stop reporting it as bug than. Reporting it for year made no effect.

      4. Burning Light:
      9% buff for single target ability.
      So, this is parse of test dps build of Alcast:
      image.jpg
      In PvE does it really possible that 9% buff of something that is 5% in single target dps rotation will grant any reliable dps boost? Somehow I really doubt it.
      In PvP once again Templar mechanic got ignored from global mechanic changes. As it was stated that damage coming inside or on target cant be blocked nor dodged, like Implosion that you cant nor dodge nor block... And yet Burning Light is blockable. Why? 9% to double reduced and blocked damage equal to nothing.
      Pointless cosmetic buff^^.

      5. Honor the Dead:
      the one and only flawlessly good buff that equal to reduce it cost for 3%.

      6. Nova/Enduring Rays:
      1. It unclear and embarrassing how Shifting Standart that is already superior to Nova, yet Nova didn't received reduce of its cost. Why?
      2. Enduring Rays patchnotes state misleading information about it coz it is not 0.5sec upon level but 1/2sec.
      3. And now how new Enduring Rays affect Nova. Pre-update and after update:
      Nova.jpg
      It deal damage often than described 1 sec, and thus damage fractions that suppose to disappear are actually resulted in damage nerf. As you can count pre update it dealt 12 ticks and after update Nova deal 11 ticks. We lost 1 tick of damage now.
      4. Solar Disturbance - description of snare disappeared from tooltip changed for maim affect targets outside of Nova for 4/6sec. But yet SD does snare enemies inside of it. Is it bug or intended ninja mechanic? Apparently bug.
      5. While Bolstering Darkness buffed to apply debuff for full time and Shifting Standart got reduced cost, Only thing Is Nova got is damage nerf and only 4sec of maim. Why maim wasn't made something like 6/8 or better reduced cost? Considering its 6sec of maim in trial is like 18ult, even less than Shifting Standart buff, even against immobile targets..
      6. Unlike Bolstering it cleansable and every group have dedicated purge-spammers who will get rid of debuff anyway. Darkness is cheaper and 16sec, Shifting Standart is cheaper and both is stronger than Nova coz uncleansable buff/debuff...
      Recap: Nova deserved ultimate cost nerf or duration of maim longer more than other ults, its totally unfair right now.

      7. Dark Flare/Solar Barrage:
      While Solar Barrage got finally synergy of its empower+light attacks inbetween channel spam to be buff to dps capability - keeping it as cast time ability is still ruin this synergy. And still Barrage bugged wand while considered DoT it actually cant buffed by dot cp but buffing through direct damage cp. Reported it since change of skill and still nothing..
      Dark Flare - testers reported that dodgeable debuff was changed back to be undodgeable, yet on current pts major defile debuff is dodgeable:
      Flare.gif
      Does ZoS changed mind and for some reason decided to nerf ability back coz it debuff now 2sec longer? Why is it again Templars is class that suffer from weird mechanic where enemy can somehow dodge AoE?


      8. Eclipse:
      Nothing was done regarding this CC again and its inconsistence. It apply CC Immunity on expire, it even still apply CC Immunity on cleansing, making it just worse than Luminous disorient against other Templars or purge spammers. And allow simply ignore CC Immunity and spam it on cooldown..
      And even buff Total Dark got is considered nerf to Unstable Core:
      due to Enduring Rays duration of Eclipse prolonged for 1more sec to total 6. Yet for Core it means that time bomb will explode 1sec later than previously, that is decreasing of skill dps output because bomb became timer that independent to CC Break. Maybe tie it back to remove this dps decrease?

      9. Remembrance:
      While nb Soul Siphon is now insane 28m radius with all its buffs I described in Joy's thread as it was reported by testers, our Remembrance that should help at small-scale/solo still disable caster and now have even less radius than nb healing ult. As I was questioning before - what the point of Remembrance ultimate at all now when resto ult provide stronger single heal and nb healing ult provide greater survivability to both caster and his group? It should be changed to ground based or char single target heal coz we have Practiced Incantation for full group/zerg support already.

      10. Rune Focus:
      The fact that it didn't received treatment of being attached to caster instead of ground is slap in the Templar face.
      Lets see - Bolstering Darkness now dont grant ground based major protection but instead of was completely redone to fall in category of long duration buffs that independent to positioning and is buf fwithout duration tied to duration of ultimate. In case of Darkness - it is now apply 16sec of ult duration major protection on everyone who stepped into circle and ticking along with global duration of ultimate. It means - fully portable Major Protection for caster and any teammates. Ground based aoe with independent buff to everyone.
      And now we have Rune Focus that still just ticking for 8sec. Templar House people say that worth of staying inside... Well, there is Cinder Storm now for dk that apply aoe healing inside that equal to healing of Rapid Regen. House that Templar can only dream about.
      What should be done is treat it same as nb with their Bolstering Darkness was treated: you cast this divine protection rune that debuff enemies inside by snare and make its armor and morphs buffs be independent to positioning but being dependant to duration of skill itself.

      11. Bloodthon set:
      Nothing was done to fix this set in synenrgy with revamped templar skills: Backlash initial cast that is direct attack is not proccing it, Eclipse and Unstable Core procs that is considered direct damage attack still not proc set.

      Recap: majority of bugs I reported during previous Dragonbones pts months ago were ignored?... Majority of changes that Templars suppose to get were simply granted to other classes and changes causing only questions why it was done..

      P.S.: those who played psijic guild quest could see Golden Knight's amazing light abilities, like sun shield charge, dawnbreaker aoe wrath... Why couldn't such visually great ability granted to Templar, for example sun shiled charge instead of buggy Templar Charge?
    • danno8
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      Anazasi wrote: »
      Healing Ritual: This ability and its morphs no longer have a cast time; they are now instant cast abilities that heal for the same amount. Their costs have been increased to 7290 Magicka from 3780 Magicka.

      This ability cost is too high. Even at 3780 it was way ( 32% compared to my warden healer) higher than Warden Budding seeds (2980) which as you all know heals for as much as hasty prayer as a ranged heal. They removed so many of the templar buffs when they introduced the warden healing class it just makes no sense to increase the cost of this point blank AOE heal ability. You can also argue that the change to insta cast does not warrant almost doubling the cost because there are no cast time heals out there accept what the Templar currently has. Even if you want to argue over the addition of minor expedition as justification for the increased cost you can't because for the last 4 years templars have been the ONLY class without a class ability that grants minor expedition. Since launch templars have been forced to go vamp because the class has suffered mobility issues, you simply can't justify the increase cost for this ability on any level. This is suppose to be about class balance not giving something that should have been changed years ago and then forcing fundamental changes in builds to accommodate new toys.

      (Magic Templar of course)

      I am finding when compared to Healing Springs the cost is probably too high for the new Ritual.

      Healing Springs in practice will heal for 80% of Ritual (over 4 seconds) and assuming you hit yourself and 2 other people will cost 3.5X less than Ritual.

      20% more healing for 250% cost increase seems a little silly to me.

      % reductions will have a greater effect on the larger magicka amount, but that is probably too large of a gap to close.
    • BohnT
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      danno8 wrote: »
      Anazasi wrote: »
      Healing Ritual: This ability and its morphs no longer have a cast time; they are now instant cast abilities that heal for the same amount. Their costs have been increased to 7290 Magicka from 3780 Magicka.

      This ability cost is too high. Even at 3780 it was way ( 32% compared to my warden healer) higher than Warden Budding seeds (2980) which as you all know heals for as much as hasty prayer as a ranged heal. They removed so many of the templar buffs when they introduced the warden healing class it just makes no sense to increase the cost of this point blank AOE heal ability. You can also argue that the change to insta cast does not warrant almost doubling the cost because there are no cast time heals out there accept what the Templar currently has. Even if you want to argue over the addition of minor expedition as justification for the increased cost you can't because for the last 4 years templars have been the ONLY class without a class ability that grants minor expedition. Since launch templars have been forced to go vamp because the class has suffered mobility issues, you simply can't justify the increase cost for this ability on any level. This is suppose to be about class balance not giving something that should have been changed years ago and then forcing fundamental changes in builds to accommodate new toys.

      (Magic Templar of course)

      I am finding when compared to Healing Springs the cost is probably too high for the new Ritual.

      Healing Springs in practice will heal for 80% of Ritual (over 4 seconds) and assuming you hit yourself and 2 other people will cost 3.5X less than Ritual.

      20% more healing for 250% cost increase seems a little silly to me.

      % reductions will have a greater effect on the larger magicka amount, but that is probably too large of a gap to close.

      I guess it's the tradeoff for being burst rather than a HoT which makes it even better for pvp
    • tinythinker
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      xaraan wrote: »
      Still have to say this: Give templar tank a health based self heal!!!!!!
      That's supposed to be Radiant Shield, but since they keep nerfing BoL over and over maybe that could be your ticket. Change BoL to health-based for you and one other target.
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    • casparian
      casparian
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      Cinbri wrote: »
      So, done a bit of testing and have to say patchnotes 4.0.0 are most disappointed patchnotes I remember and not coz Templar changes but coz compare of how mechanic switches were implemented through other classes changes and it looked like bugs we reported are simply ignored.

      1. So, as patchnotes claim:
      • Increasing the viability of all classes to perform the tank and healer roles: Some class skills have received significant updates to help improve their ability to tank and heal dungeon and Trial content.
      And yet Templar that is worse tank in game received zero buffs to its tanking capability... Why?
      Could start from changing Spear Wall in line with other classes passives, especially such as Iron Skin - i.e. make it independent from skill tree slots to promote frost tanking for templars. Yet nothing was done.

      2. Puncturing Sweeps:
      As expected testers were wrong and skill didn't got 5% damage buff...
      Snare of it that I reported as bug for some unknown reason officially stated to be dodgeable:
      [*]The following now cannot be dodged:
      • Puncturing Strikes and morphs (snare only)
      I don't understand how CC effect that applayable by undodgeable attack suppose to be dodgeable, what is this weird inconsistence in Templar skill?

      Jabs damage: What I see from creating unupgrated template pre-update and check it after update:
      Sweeps pre/after Update:
      sweep_damage.jpg
      Same goes for Biting Jabs. Why does closest damage decreased again? I want to see reports from NA players with their copied characters to test it.

      [b3] Spear Shards[/b]:
      it still despite being instant damage ability is fully considered DoT and buff by dot cp. SO, how does instant damage ability is considered Damage over time? I guess I should stop reporting it as bug than. Reporting it for year made no effect.

      4. Burning Light:
      9% buff for single target ability.
      So, this is parse of test dps build of Alcast:
      image.jpg
      In PvE does it really possible that 9% buff of something that is 5% in single target dps rotation will grant any reliable dps boost? Somehow I really doubt it.
      In PvP once again Templar mechanic got ignored from global mechanic changes. As it was stated that damage coming inside or on target cant be blocked nor dodged, like Implosion that you cant nor dodge nor block... And yet Burning Light is blockable. Why? 9% to double reduced and blocked damage equal to nothing.
      Pointless cosmetic buff^^.

      5. Honor the Dead:
      the one and only flawlessly good buff that equal to reduce it cost for 3%.

      6. Nova/Enduring Rays:
      1. It unclear and embarrassing how Shifting Standart that is already superior to Nova, yet Nova didn't received reduce of its cost. Why?
      2. Enduring Rays patchnotes state misleading information about it coz it is not 0.5sec upon level but 1/2sec.
      3. And now how new Enduring Rays affect Nova. Pre-update and after update:
      Nova.jpg
      It deal damage often than described 1 sec, and thus damage fractions that suppose to disappear are actually resulted in damage nerf. As you can count pre update it dealt 12 ticks and after update Nova deal 11 ticks. We lost 1 tick of damage now.
      4. Solar Disturbance - description of snare disappeared from tooltip changed for maim affect targets outside of Nova for 4/6sec. But yet SD does snare enemies inside of it. Is it bug or intended ninja mechanic? Apparently bug.
      5. While Bolstering Darkness buffed to apply debuff for full time and Shifting Standart got reduced cost, Only thing Is Nova got is damage nerf and only 4sec of maim. Why maim wasn't made something like 6/8 or better reduced cost? Considering its 6sec of maim in trial is like 18ult, even less than Shifting Standart buff, even against immobile targets..
      6. Unlike Bolstering it cleansable and every group have dedicated purge-spammers who will get rid of debuff anyway. Darkness is cheaper and 16sec, Shifting Standart is cheaper and both is stronger than Nova coz uncleansable buff/debuff...
      Recap: Nova deserved ultimate cost nerf or duration of maim longer more than other ults, its totally unfair right now.

      7. Dark Flare/Solar Barrage:
      While Solar Barrage got finally synergy of its empower+light attacks inbetween channel spam to be buff to dps capability - keeping it as cast time ability is still ruin this synergy. And still Barrage bugged wand while considered DoT it actually cant buffed by dot cp but buffing through direct damage cp. Reported it since change of skill and still nothing..
      Dark Flare - testers reported that dodgeable debuff was changed back to be undodgeable, yet on current pts major defile debuff is dodgeable:
      Flare.gif
      Does ZoS changed mind and for some reason decided to nerf ability back coz it debuff now 2sec longer? Why is it again Templars is class that suffer from weird mechanic where enemy can somehow dodge AoE?


      8. Eclipse:
      Nothing was done regarding this CC again and its inconsistence. It apply CC Immunity on expire, it even still apply CC Immunity on cleansing, making it just worse than Luminous disorient against other Templars or purge spammers. And allow simply ignore CC Immunity and spam it on cooldown..
      And even buff Total Dark got is considered nerf to Unstable Core:
      due to Enduring Rays duration of Eclipse prolonged for 1more sec to total 6. Yet for Core it means that time bomb will explode 1sec later than previously, that is decreasing of skill dps output because bomb became timer that independent to CC Break. Maybe tie it back to remove this dps decrease?

      9. Remembrance:
      While nb Soul Siphon is now insane 28m radius with all its buffs I described in Joy's thread as it was reported by testers, our Remembrance that should help at small-scale/solo still disable caster and now have even less radius than nb healing ult. As I was questioning before - what the point of Remembrance ultimate at all now when resto ult provide stronger single heal and nb healing ult provide greater survivability to both caster and his group? It should be changed to ground based or char single target heal coz we have Practiced Incantation for full group/zerg support already.

      10. Rune Focus:
      The fact that it didn't received treatment of being attached to caster instead of ground is slap in the Templar face.
      Lets see - Bolstering Darkness now dont grant ground based major protection but instead of was completely redone to fall in category of long duration buffs that independent to positioning and is buf fwithout duration tied to duration of ultimate. In case of Darkness - it is now apply 16sec of ult duration major protection on everyone who stepped into circle and ticking along with global duration of ultimate. It means - fully portable Major Protection for caster and any teammates. Ground based aoe with independent buff to everyone.
      And now we have Rune Focus that still just ticking for 8sec. Templar House people say that worth of staying inside... Well, there is Cinder Storm now for dk that apply aoe healing inside that equal to healing of Rapid Regen. House that Templar can only dream about.
      What should be done is treat it same as nb with their Bolstering Darkness was treated: you cast this divine protection rune that debuff enemies inside by snare and make its armor and morphs buffs be independent to positioning but being dependant to duration of skill itself.

      11. Bloodthon set:
      Nothing was done to fix this set in synenrgy with revamped templar skills: Backlash initial cast that is direct attack is not proccing it, Eclipse and Unstable Core procs that is considered direct damage attack still not proc set.

      Recap: majority of bugs I reported during previous Dragonbones pts months ago were ignored?... Majority of changes that Templars suppose to get were simply granted to other classes and changes causing only questions why it was done..

      P.S.: those who played psijic guild quest could see Golden Knight's amazing light abilities, like sun shield charge, dawnbreaker aoe wrath... Why couldn't such visually great ability granted to Templar, for example sun shiled charge instead of buggy Templar Charge?

      @ZOS_GinaBruno just want to make sure you see this great feedback from Cinbri.
      7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
    • DeadlyRecluse
      DeadlyRecluse
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      casparian wrote: »

      @ZOS_GinaBruno just want to make sure you see this great feedback from Cinbri.

      Seconded. A lot of the feedback in this thread is of dubious quality, but this is pretty good stuff.
      Thrice Empress, Forever Scrub
    • xaraan
      xaraan
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      Did the Templar team not get the memo that ZoS said this patch was about making all the classes better able to do support roles like tanking and healing?

      Because it feels like they are doing the opposite with Templar.
      -- @xaraan --
      nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
      AD • NA • PC
    • Twohothardware
      Twohothardware
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      I'll say it again along with the above great feedback but Repentance has to be changed for Stamplar to improve sustain from where it's at which is the bottom for Stamina classes.

      Sustain is terrible compared to other classes in PvP and boss fights. The change last year to make it so that one Stamplar takes away all the sustain of another Stamplar when he uses Repentance because dead bodies can't be shared needs to be undone. It was a completely unnecessary change that makes it so that noone wants to even have multiple Stamplar's in a Trial's group.

      The resource return from Repentance for dead players in PvP also needs to be more to compensate for you expending more resources during the fight without the active sustain of a skill always up like Siphoning Attacks or Bull Netch.

      Stamplar then needs some utility improvements like the above recommended changes for Magplar like making it so that Rune Focus is tied to the caster so that you don't have to keep re-casting it every time you move. It makes it the most difficult class to keep track of when you have Major/Minor Ward applied.
    • tinythinker
      tinythinker
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      My quick thoughts.

      Classic thing I hate. "bug fix" means class is nerfed but no other compensation.

      {T}hat's just the way ESO is going to be: not very exciting skills and abilities, where everything is "inline" with each other and what defines us if gear and Champion Point distributions.
      Yeah, when I play other games it's nice to actually feel like class choice matters much more. It is technically possible to make all classes good at something but accomplish each role in fun and unique ways. I get wanting to standardize some aspects to make the huge number of skills and set effects more modular, and even encourage it if: 1) classes feel fun to play/unique, 2) the context of broad gameplay/interaction of choices is sufficiently considered.

      No doubt ZOS feels they are trying to accomplish these same goals based on their data and spreadsheets, but that can hide the subjective experience of firing up your character in combat. I don't envy anyone tasked with balancing this game, and it's possible the changes being made the last year+ are what most people playing the game want/find fun. But I can't recall the last time I was really excited, rather than bored or annoyed, with the overall reading of class change patch notes.

      Edited by tinythinker on April 17, 2018 4:01PM
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    • Minno
      Minno
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      @Cinbri thanks for the initial tests!

      I'll need to create my 5pc shackle again before I can test if jabs dropped compared to live. They copied my toon before I made my shacklebreaker set.

      What are your thoughts to buffing Templar through underused spells? I listed some above, maybe we can convince zos to make adjustments this patch on those abilities so that buff defensive/offensive abilities for Templars.
      Minno - DC - Forum-plar Extraordinaire
      - Guild-lead for MV
      - Filthy Casual
    • Nifty2g
      Nifty2g
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      Still the weakest
      #MOREORBS
    • Elsterchen
      Elsterchen
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      Minno wrote: »
      @Cinbri thanks for the initial tests!

      I'll need to create my 5pc shackle again before I can test if jabs dropped compared to live. They copied my toon before I made my shacklebreaker set.

      What are your thoughts to buffing Templar through underused spells? I listed some above, maybe we can convince zos to make adjustments this patch on those abilities so that buff defensive/offensive abilities for Templars.

      Well, for what its worth... I like some stamina way to get empower. Solar barrage as well as dark flare are just wasted on stamplar. (sry to say, but thats how it is, I am not sure wether magplars can get the buff this way... probably better to use mage guild skills, anyways)

      Can you magplars spare one class ability morph for us? Do you use both morphs of sun fire ?
    • Joy_Division
      Joy_Division
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      @Cinbri

      Thanks for the excellent feedback. When I'm done grading the mountain of papers on my desk, I'll head over to the PTS and see if my NA character is different from my PTS version.

      Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
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