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PTS Update 18 - Feedback Thread for Templar Balance

  • Minno
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    Minno wrote: »
    Minno wrote: »
    Cinbri wrote: »
    @Joy_Division @Minno @technohic
    hows your tests going?

    I think we were seeing the same numbers as you, but Joy has all the data.

    I was the test dummy lol.

    Yeah, I'll do the exact number crunching this weekend, but my Sweeps numbers were not at all encouraging. I was not in my full PvP spec, however I was CRITTING for 973 damage and back in the day that was less than my regular hits in Cyrodiil.

    This isn't easy because we don't have a Live server where we know Sweeps is working for a baseline. And the damage mitigation calculator I used online is not outputting the "right" numbers even for skills we think are working correctly.

    So all have to go on is relative test: is Sweeps being reduced by the same % as Reflective Light and Structured Entropy (2 skills we think work correctly. Going by this basis, then perhaps Sweeps is not bugged on the PTS.

    My structured entropy DoT on Minno (near resist cap) without any CP was 322. With both damage reducing CPs (19% Thick Skin and 11% Elemental defender), it did 227. That's a 29.5% reduction.

    My Reflective Light DoT without any CP was 615. With the CPs, 438. A 28.7% reduction.

    My Sweeps damage without any CP was 994. With the CPs, 628. That's 29.3% reduction.

    So, at least on a relative level, Sweeps probably isn't acting differently than anything else. At least on the PTS. 628 is low, but I was using a Frost Staff and did not have a complete 5 piece second set so my damage is lower that it should be and Minno's resist was roughly 30K.

    That being said, I have been paying attention to Sweeps damage on Live (both for and against me) and I'm 90% certain something is fishy going on with the calculations on Live. I routinely hit for under 1K and routinely am hit for under 1K and that was not the norm before the Dragon Bones patch. It is possible ZOS fixed this. What I really think would be helpful and to put everyone's mind at ease is for a developer, whoever is in charge for bug testing to acknowledge they read this this post that details the Dragon Bones PTS bug. and give some sort of explanation why the damage numbers were too low and exactly what has been done on this cycle of the PTS to rectify that bug.

    Well why is cinbri getting different numbers?
    Should we test master of arms and ironclad?

    Cinbri got different numbers because he tested it on Dragon Bones PTS and compared it to the old Live server.

    We have neither option. Live has been changed with Dragon Bones and the we're testing on summerset PTS.

    ok got it!
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
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  • peacenote
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    peacenote wrote: »
    Really frustrated with the BoL change. Healing in PvE has been a lot less fun since the last few major changes to Templar. I am still annoyed that BoL is now a cone.

    You know, I kind of like BoL being conal. It gives a little bit of a "skillshot" feel to it rather than just watching healthbars in groupframes...

    ...what I dislike is being stripped down to (at this point) essentially a single heal. Give it all the heals back, make them strictly conal, and I'd be so excited. At this point, I would honestly consider trading BoL for warden Spores--which is also conal, heals more people, and provides a buff.

    Completely agree with this the way you've framed it.

    As just a clarification, I dislike the cone because I used the pre-cone version to help offset our lack of mobility. Not having to always be facing a certain way helped me to be able to run to chase down adds, and just generally contribute to DPS by having BoL on my bar alongside DPS skills. I was more of a hybrid and it was really fun.

    Definitely would take a better multi-heal over all-directional heal.
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
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  • Cinbri
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    Seems I have to update jabs dragonbones bug thread coz hosting deleted all images, but it will take time coz I don't remember where on my pc they are.
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  • Checkmath
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    Hehe actually somebody has read my very long post and agreed ^^
    Btw while reading through all the posts here i got some pretty cool ideas to twerk around some skills a bit including some new stuff like roots and increased healing. So ritual of retribution could provide a root to any enemy setting foot into the area (only the first time when stepping in). Naturally you could spam that skill too to permaroot enemies. That also would help a bit for crowd control in pve. Meanwhile i would see fit to grant everyone in the area of prolonged ritual minor vitality (healing get increased by standing in it).
    Edited by Checkmath on April 21, 2018 8:25AM
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  • BohnT
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    Gonna join the jabs damage discussion for a while.
    I'm mainly playing stamplar and didn't do much testing with magplar.
    However i noticed with the first incremental patch of DBones that jabs damage got reduced drastically.

    Everything worked fine for me in the first week except for targeting problems due to lag.
    My jabs went from doing 1.3k average and 2k crits to 1.1k crits and 700 damage average in CP.
    In non cp i hit the same players for 1.6k damage that i simply couldn't touch with jabs in CP although i had a full jab damage cp allocation.

    There also seems to be something going wrong the other way however.
    After DBones i had multiple occasions where a single jab was hitting players for 3.3k without any different buffs involved this was vergessen, rarely however and i couldn't get anyone to test this, maybe someone else had similar experience?

    Right now on PTS the damage seems better than on live but as i don't have my template i can just see that i have more damage while having worse stats.
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  • Checkmath
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    actually its pretty amazing, that there are so many templars caring for the game and didnt abandon the class. i mean we have seen so much nerfs the last years and never really saw any improvements or fixes to our class. i am really thankful to be part of a community, which doesnt give up so easy, which stays with the class and does its best to improve it. maybe ZoS doesnt listen, but we keep up doing amazing work in the forum. hope this class will be presented like this for much longer.
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  • Animus-ESO
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    Rework Templar damage ults please.
    Dude Where's My Guar?
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  • cazlonb16_ESO
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    Checkmath wrote: »
    actually its pretty amazing, that there are so many templars caring for the game and didnt abandon the class.

    People posting here doesn't necessarily mean they're still actively playing their Templar on live.
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  • Grumble_and_Grunt
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    Checkmath wrote: »
    actually its pretty amazing, that there are so many templars caring for the game and didnt abandon the class.

    People posting here doesn't necessarily mean they're still actively playing their Templar on live.

    Yeah it's more like we are all posting here so we can actually play our Templars on live in any role other than a healer D:
    PC EU
    Fix Powerful Assault
    #3Qbiken
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  • technohic
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    I still wind up playing my templar more than any class. I have my NB and Sorc and on paper they hit as hard, have just as much survivability, and have obvious mobility and escape options, and better resource management but I think Im just to invest with my templar. All I feel templar really has is 5 negative effects rather than 2 with efficient purge (The cost difference has become less of a factor than it used to be) and POTL although thats more of a Xv1 tool and frags and assassins will are more individually reliable. Burst heal is getting to be less of a factor and probably nothing at all if not for the Mending passive and that helps me zilch if Im running stamplar
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  • Cinbri
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    Meanwhile we fount new bug that Purifying Light heal no longer works properly, i.e. don't explode on recast and don't proc upon target death before PL exploded. Kinda super hard bug that hurt functionality of delayed effect.
    And btw reading 2.1 patchnotes where it is described to work as it should:
    purify_bug.jpg

    ^^Get a look that "heal attach to enemy instead of ground". That exact thing that should happen with Rune Focus - attach to caster instead of ground to make skill better. It made Purify heal a bit better back in time, and such change will make Rune definetly better too.
    Backlash got this treatment 2 years ago already..
    Edited by Cinbri on April 22, 2018 5:39PM
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  • Minno
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    Checkmath wrote: »
    actually its pretty amazing, that there are so many templars caring for the game and didnt abandon the class.

    People posting here doesn't necessarily mean they're still actively playing their Templar on live.

    Yeah it's more like we are all posting here so we can actually play our Templars on live in any role other than a healer D:

    Not me, I still play mine. I even tried to roll an AD magplar lol.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
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  • Minno
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    Cinbri wrote: »
    Meanwhile we fount new bug that Purifying Light heal no longer works properly, i.e. don't explode on recast and don't proc upon target death before PL exploded. Kinda super hard bug that hurt functionality of delayed effect.
    And btw reading 2.1 patchnotes where it is described to work as it should:
    purify_bug.jpg

    ^^Get a look that "heal attach to enemy instead of ground". That exact thing that should happen with Rune Focus - attach to caster instead of ground to make skill better. It made Purify heal a bit better back in time, and such change will make Rune definetly better too.
    Backlash got this treatment 2 years ago already..

    That's terrible to see. That heal was so good to have, and I agree that rune should function the same way (always on caster).
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
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  • Checkmath
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    i will continue maining a magplar, doesnt matter what they do with the class :P
    also have a level 20 magplar waiting on AD side, if i ever consider an alliance change.
    and another PTS bug discovered.....why cant they just take templar from live and improve them on the pts to fix existing bugs and balance the skills without creating more bugs?
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  • DoonerSeraph
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    Being a Templar main since I've started playing this game (mostly stam), here's my feedback for the whole Templar class, skill by skill. I got very tired while compiling this so please forgive any blunders.

    1. Aedric Spear

    1.1 Radial Sweep
    What I would change in this skill is: removing the "pulse dot" and bundling it into the base sweep. That would give templar a bit more burst and make the whole ultimate scale on direct damage instead of being part-direct part dot. OR I would attach the dot to enemies that are hit, like Dawnbreaker. Currently, for the ultimate to deal its full damage, you need to stay "glued" on your enemy.

    1.1.1 Empowering Sweep
    I see no problems here, nice mitigation tool with some reward for using when crowded. Useful for tanks.

    1.1.2 Crescent Sweep
    It would be a nice change if it snared or even knocked down enemies in front of you, the current passives of Aedric Spear just don't justify slotting this over Dawnbreaker (+3% weapon damage and stun with extra burst OR +8% weapon damage, +20% damage against undead, WW and daedra)

    1.2 Puncturing Strikes
    Despite being one of the class defining skills for Templar, I find it particularly lackluster. Its a channel, so it feels slow and clunky and doesn't help with weaving. CP scaling seems to still be bugged so thats a priority for this skill. It has a 1.1 cast time where you cant do anything without canceling your channel. The snare is applied on the last hit, which helps with follow-up but eh... Not that much really.
    What I would change: Move the snare into the INITIAL hit. That would help the whole combo to hit unless the target is immune to snares. Also, that would be a little controversial but the cast time could be entirely removed, make the skill instant with the spear hitting in front of you without locking your character into a channel. Testing would be needed to see if that wouldn't make the skill too OP.
    Another idea could be just reworking the skill, make it deal a single, instant blow, with every cast that hits something adds one stack to this skill, making it deal more damage, capping at some value (like, lets say, +30% damage). It would work a bit like Bow's "Hawk Eye" passive, rewarding sequential and fast strikes. The time for all stacks to fall off would be like 10 seconds, since differently from light attacks, this skill would actually cost resources to maintain.

    1.2.1 Biting Jabs
    Nothing not covered in main skill's feedback.

    1.2.2 Puncturing Sweep
    Nothing not covered in main skill's feedback.

    1.3 Piercing Javelin
    Ah, our lovely and only hard CC... Shame it sucks though. Echoing what most templar players here said, this skill actually hurts our damage, since it takes enemies out of reach from our sweeps/jabs. The stun is very short, could be something like 2.5 seconds base. The skill is not that bursty from what I remember the few time I've used it, so a longer stun wouldn't make the skill OP.
    Make the skill a knockdown or stun instead of knock-back, then we'll talk.
    1.3.1 Aurora Javelin
    "Deals up to 40% more damage based on the distance the spear travels". But templar's damage and play-style is mostly melee. So not only we need to throw the spear at a very distant target to deal more damage, that skill also takes the enemy even farther from us.
    I would rework this skill. Make the spear stay lodged on the enemy for 3 seconds, and making them pulse each second with a AOE damage on themselves and other enemies. The animation could be the one templars have with "Radial Sweep" (light pulse).
    1.3.2 Binding Javelin
    Scales with stamina and stuns for longer. Not good honestly. I would remove the extra stun duration (and add it to the base skill) and add a same duration root to the knockdown/stun, it would make the skill the "Stamplar's Petrify", that would make it a powerful CC since it would be needed to break free and roll dodge of purge the root, enough time to deal some punishment.

    1.4 Focused Charge
    I really don't know whats wrong with this skills animation, maybe its that little jump at the end, or some z-axis stuff? Fact about this skill is: very hard to use and very easy to bug. 20% of the time you don't go anywhere, and 10% you go into hyper-space at a loading screen. Take a look at this skills coding and animation to make it more reliable, especially in rough terrain. And please remove the minimum distance required, it makes the skill kinda useless when we are at melee range.
    1.4.1 Explosive Charge
    Hardly any magplar uses this morph, strong candidate for a rework (or even stam morph). Make it a ground targeted move, and reduce the castable range a bit to like 20 or even 15 meters. You land at the spot marked instead of enemy, interrupting any casting enemies in a 8 meters radius (up from 5, on par with DK's "Inhale"). That would make it a decent mobility tool, a stacking cost may be necessary like Sorcerer's "Bolt Escape"
    1.4.2 Toppling Charge
    Nothing not covered in main skill's feedback.

    1.5 Spear Shards
    Another class defining skill, especially for healers (targeted, fast sustain). The base skill itself is okay IMO.
    1.5.1 Luminous Shards
    Nothing to add here, I find it a useful tool.
    1.5.2 Blazing Spear
    Lots and lots and lots and lots of templars disagree on the CC removal of Blazing Spear, either give it back or turn Piercing Javelin into a more usful CC (my thoughts on that skill above).

    1.6 Sun Shield
    Health scaling shields arent really that hot. Even tanks dont find them that much attractive, DK's mainly spam "Obsidian Shield" for stamina return and a little ally protection. Magplar's main defense in PVP is healing, but Defiles are handed down like candy nowadays so... I would make sun shield scale with max magicka, maybe even with lower scaling that Sorcerer's shields, and see what happens. People may argue that would make "healbots" unbearable, but this skill is not cheap at all. Not sure if a "healbot" can sustain keeping this shield up.
    1.6.1 Radiant Ward
    This would be the health-scaling shield for tanks, keep the skill mostly the same, reduced cost and all. But with a nice twist that would help templar tanks: when the shield dissolves, restores its cost to the highest max resource (so it would return stamina if your max stam is higher, for example) based on how much the shield was depleted before expiring. If the shield is broken by damage, it refunds immediately. I would cap the restore to like 80% of its cost. That would reward tanks for using this skill before a damage spike.
    1.6.2 Blazing Shield
    Instead of exploding at the end, I would make that each ranged direct hit on this shield returns a magic-based damage projectile, much like wardens "Crystallized Slab".

    1.7 Piercing Spear
    "Increases your Critical Damage done and your damage against blocking targets by 5%/10% while you have an Aedric Spear ability slotted."
    Damage focused passive for PVP and PVE, increasing critical damage done and damage against blocking targets. Instead of dealing more damage to a blocking target (damage that would be pitiful anyway, especially against tanks on PVP), I would alter the passive that a Aedric Spear skill hit against a blocking target increases their blocking cost by, lets say, 5%/10% for 3 seconds, without cooldown, so that would favor pressuring enemies out of block since we have no hard cc that goes through it.

    1.8 Spear Wall
    "Increases the amount of damage you can block from melee attacks by 7%/15% while you have an Aedric Spear ability slotted.". As many other have said, remove the skill slotted requirement, DK's can block all kind of damage with "Iron Skin" and Templars block more, but only specific melee damage, seems balanced.

    1.9 Burning Light
    "When you deal damage with an Aedric Spear ability, you have a 25% chance to deal an additional 518/1037 Physical Damage or 518/1036 Magic Damage, whichever is higher. This effect can occur once every 0.5 seconds.". Again echoing great templar players out there: Make the cooldown per enemy, and 1s.

    1.A (Yes, went hexadecimal here, sorry) Balanced Warrior
    "Increases your Weapon Damage by 3%/6% and Spell Resistance by 1320/2640."
    Well, at least one passive is useful for stamplars, yay! That doesnt mean I'm perfectly fine with it. Some people suggested that it should give both Spell Damage, Weapon Damage, Spell Resistance and Physical Resistance. IMO That would make the passive too overloaded and powerful. My take on this passive would be:
    "Increases your Weapon Damage or Spell Damage by 3%/6%, whichever is higher. Increases Spell Resistance or Physical Resistance by 1320/2640, whichever is lower."
    That would make the passive useful for all templars, still keeping the buff count at 2.


    2.Dawn's Wrath

    2.1 Nova
    Nice and nifty skill for damage mitigation. Base skill is fine IMO.
    2.1.1 Solar Prison
    We could make this more useful for DPS with a little change. After the synergy is used, all other ticks from Solar Prison get increased damage. That would reward fast response of allies.
    2.1.2 Solar Disturbance
    Seems aimed for mobile fights, even with summerset buff, it seems not enough, people will just get out and purge the maim. I would change it to a targeted that lands the Solar Disturbance on one enemy, and it would follow that enemy like destro's "Eye of the Storm", applying a 30% snare (down from 65, since its mobile now) and Major Maim to said enemy and every other on radius every second for 4 seconds, also the Solar Disturbance would not be purgeable, but it could be countered by a well placed Negate. One ally on melee range of that enemy could activate "Supernova" as normmal. That would be good for highly mobile PVP battles or even some more hectic PVE battles (placing it on the boss and stacking the adds around it), also good for splitting someone from his/her zerg or countering ball groups running Eye of the Storm.

    2.2 Sun Fire
    I see no problems with this skill or its morphs. I'm not a magplar expert though, so if any magplar out there want something changed here, I'll gladly edit it here.

    2.3 Solar Flare
    Ugh, cast times. Empower is getting nerfed, so we could have a nice look at this skill. Since DK's "Empowering Chains", instant gap closer is getting 2 empower stacks, could we please have 2 stacks here too? It deals high damage, but cannot self empower anymore and has a cast time and sloooow projectile travel time.
    2.3.1 Dark Flare
    As you said you would, make the Major Defile debuff undodgeable, and the skill seems OK for now. Further adjustments may be needed but nothing urgent i guess.
    2.3.2 Solar Barrage
    I appreciate the rework, a little bit better than the old Solar Barrage but not enough. Remove the cast time even if a damage reduction is needed for doing so. It disrupts PVE rotations (that will benefit the most from empower anyway) and doesn't add anything for PVP, so I would remove the cast time (with or without damage nerf) and make it scale like "Flames of Oblivion", from your highest stat, still dealing magic damage. Could be useful for some stamplars.

    2.4 Backlash
    The base skill seems OK to me, one of the few damage

    2.5 Eclipse
    It seems like ZOs can't find a good place for this skill. It looks mostly okay with punishing direct attackers, it just needs to have its bugs looked at (CC immunity when purged, etc).
    2.5.1 Total Dark
    I'm okay with this morph, adds to the defend and punish theme.
    2.5.2 Unstable Core
    Thats what I would change. As @Cinbri said, "Enduring Rays" passive works now against this skills DPS. So I would make it different on the bomb. I would make the damage be scaled for every second of remaining duration at the moment its "broken free of", so if base damage is 1000, a 6 second Unstable Core would deal 6k (simplest multiplication for the sake of example, you can apply any balancing on this calculation here) to the enemy if he immediately breaks free. So a smart player should wait a bit for the damage to become manageable before breaking free, or purge (imo purge should not set the bomb off), while a smart templar would try to follow up Unstable Core with a hard CC to force the enemy to break the bubble with the other CC to burst them down.

    2.6 Radiant Destruction
    First, as @Cinbri said, remove the empty cast timer on the skill, making it a bit faster. And fix the bug that makes the Templar get stuck channeling the beam on a dead corpse. The morphs seem OK to me.

    2.7 Enduring Rays
    I dont know. Really don't like passives that don't benefit the whole tree. Cant we add those 2 seconds to Backlash secondary effects too? 8 seconds of debuffs, 8 seconds for collecting damage. 8 seconds of healing pool. I dont see any problems. As for Radiant Destruction, 2 seconds of channel would be too much, so maybe a little other buff to the skill like "Radiant leaves a small dot on the enemy for 3 seconds" just so the passive would not feel useless to its own skill.

    2.8 Prism
    Seems ok to me. On par with other classes.

    2.9 Illuminate
    Seems ok to me. On par with other classes.

    2.A Restoring Spirit
    A small increase to 3%/6% would be nice and help especially stamplar's botched sustain.

    3. Restoring Light

    3.1 Rite of Passage
    The base skill is very strong, even while it disables you, OK to me.
    3.1.1 Rememberance
    Im with @Cinbri again on this. This morph should not disable the caster anymore, warden's ultimates and even resto ultimate are much stronger than this morph.
    3.1.2 Practiced Incantation
    Keep as it is, its strong for group healing.

    3.2 Rushed Ceremony
    Oh "healbots", what have you done to this skill... Its been nerfed over and over and over. We should take a look at Warden's "Fungal Growth" and see how its much better even as a self burst heal. Fungal always will heal you, and as a bonus heal all allies in a not-that-tight cone in front of you. And when morphed will either heal you more of apply regen buffs to anyone healed. While Rushed Ceremony can end up healing some random person who's in worse situation than you are and you end up dead because your healing skill decided to be "smart" and not save you.
    Fixes needed: Fix that animation bug that makes the caster be briefly rooted while casting this skill.
    What I would change: Make the cone a little tighter than what it is now (but still wider than warden's, since no buffs attached) and heal everyone on that cone.
    3.2.1 Honor The Dead
    Nice buff on recovery. But I would make this skill what "Dragon Blood" is for DK's or "Dark Cloak" is for NB's, a tanking heal based on health (so no cone). So I would start by healing 20% of our max health immediately and 10% as a heal over time. AND instead of restoring the ability cost as magicka, restores it as your highest max resource, again helping templar tanks to hold block.
    3.2.2 Breath of Life
    The extra heal goes outside the cone so its OK to me.

    3.3 Healing Ritual
    I want to see *** the changes to "the clap" pan out before making any other comments.

    3.4 Restoring Aura
    Tbh, i like the old restoring aura much more, I know major recoveries are common buffs, but so is minor magickasteal. Especially since rarely you need to apply it on more than one enemy, and "Elemental Drain" does that job pretty nicely, also being free and applying major breach.
    I would change it to: Applies Major Endurance, Major Intellect and Major Fortitude to all allies in the 12 meter radius for 10 seconds, and applies the same minor buffs to these allies but for 15 seconds. There is a powerful resource management tool for everyone that doesnt chug pots on cooldown.
    3.4.1 Radiant Aura
    I would keep the range increase, with the base changes.
    3.4.2 Repentance
    This skill needs a rework. Making stamplars compete for bodies is beyond absurd and hurts the very core of Templar's supportive role. I would make it an AOE that is targeted casted on the ground like caltrops, dealing low damage (and snaring by Sacred Ground passive) and restoring x stamina to the caster each time it deals damage, with 1 second cooldown. Give it a low cost that is compensated by its recovery (see NB's leeching strikes for reference).

    3.5 Cleansing Ritual
    Not a healer/magplar expert so I would leave it to you guys.

    3.6 Rune Focus
    Make the buff stick with the caster, its a QoL update that will make many Templar's throw their hands in the air and praise the sun \[T]/
    As much as I would be tempted to add a stamina restore to Restoring Focus, remember that this skill already gives you Major Resolve, Major Ward, Minor Protection, Minor Vitality and Minor Mending (by Sacred Ground passive). I would not like to overload the skill.

    3.7 Mending
    Could see a little increase, a 12% increased heal wont save a near-death ally easily

    3.8 Sacred Ground
    The passive is OK if we count that it still needs to affect ourselves even while Rune Focus is not a circle anymore. So mobile minor mending.

    3.9 Light Weaver
    Ugh, again those passives that doesn't help the whole skill line, sacred ground also does not buff 100% of the skills, but the Rune Focus QoL does enough to compensate for it. If you're keeping those passives locked, please make them more useful. I would add a 3 flat seconds to Restoring Aura (and Repentance), Minor Heroism to all allies under 60% healed by Healing Ritual for 6 seconds, and Major Heroism instead if the ally was under 25% health. Keep the Rite of Passage passive.

    3.A Master Ritualist
    I really dont know what to do with this passive, leaving to you guys again.
    Edited by DoonerSeraph on April 22, 2018 11:29PM
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  • exeeter702
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    Illumious shard should should revert to its ealy morrowind beta change. Let it restore the casters primary resource when an ally activates it.

    This will be a decent boon to templar tank sustain in pve while providing a little more support (there is always a dps or healer that didnt reach an orb or get a shard at any given time).
    Options
  • FlamingBeard
    FlamingBeard
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    Being a Templar main since I've started playing this game (mostly stam), here's my feedback for the whole Templar class, skill by skill. I got very tired while compiling this so please forgive any blunders.

    1. Aedric Spear

    1.1 Radial Sweep
    What I would change in this skill is: removing the "pulse dot" and bundling it into the base sweep. That would give templar a bit more burst and make the whole ultimate scale on direct damage instead of being part-direct part dot. OR I would attach the dot to enemies that are hit, like Dawnbreaker. Currently, for the ultimate to deal its full damage, you need to stay "glued" on your enemy.

    1.1.1 Empowering Sweep
    I see no problems here, nice mitigation tool with some reward for using when crowded. Useful for tanks.

    1.1.2 Crescent Sweep
    It would be a nice change if it snared or even knocked down enemies in front of you, the current passives of Aedric Spear just don't justify slotting this over Dawnbreaker (+3% weapon damage and stun with extra burst OR +8% weapon damage, +20% damage against undead, WW and daedra)

    1.2 Puncturing Strikes
    Despite being one of the class defining skills for Templar, I find it particularly lackluster. Its a channel, so it feels slow and clunky and doesn't help with weaving. CP scaling seems to still be bugged so thats a priority for this skill. It has a 1.1 cast time where you cant do anything without canceling your channel. The snare is applied on the last hit, which helps with follow-up but eh... Not that much really.
    What I would change: Move the snare into the INITIAL hit. That would help the whole combo to hit unless the target is immune to snares. Also, that would be a little controversial but the cast time could be entirely removed, make the skill instant with the spear hitting in front of you without locking your character into a channel. Testing would be needed to see if that wouldn't make the skill too OP.
    Another idea could be just reworking the skill, make it deal a single, instant blow, with every cast that hits something adds one stack to this skill, making it deal more damage, capping at some value (like, lets say, +30% damage). It would work a bit like Bow's "Hawk Eye" passive, rewarding sequential and fast strikes. The time for all stacks to fall off would be like 10 seconds, since differently from light attacks, this skill would actually cost resources to maintain.

    1.2.1 Biting Jabs
    Nothing not covered in main skill's feedback.

    1.2.2 Puncturing Sweep
    Nothing not covered in main skill's feedback.

    1.3 Piercing Javelin
    Ah, our lovely and only hard CC... Shame it sucks though. Echoing what most templar players here said, this skill actually hurts our damage, since it takes enemies out of reach from our sweeps/jabs. The stun is very short, could be something like 2.5 seconds base. The skill is not that bursty from what I remember the few time I've used it, so a longer stun wouldn't make the skill OP.
    Make the skill a knockdown or stun instead of knock-back, then we'll talk.
    1.3.1 Aurora Javelin
    "Deals up to 40% more damage based on the distance the spear travels". But templar's damage and play-style is mostly melee. So not only we need to throw the spear at a very distant target to deal more damage, that skill also takes the enemy even farther from us.
    I would rework this skill. Make the spear stay lodged on the enemy for 3 seconds, and making them pulse each second with a AOE damage on themselves and other enemies. The animation could be the one templars have with "Radial Sweep" (light pulse).
    1.3.2 Binding Javelin
    Scales with stamina and stuns for longer. Not good honestly. I would remove the extra stun duration (and add it to the base skill) and add a same duration root to the knockdown/stun, it would make the skill the "Stamplar's Petrify", that would make it a powerful CC since it would be needed to break free and roll dodge of purge the root, enough time to deal some punishment.

    1.4 Focused Charge
    I really don't know whats wrong with this skills animation, maybe its that little jump at the end, or some z-axis stuff? Fact about this skill is: very hard to use and very easy to bug. 20% of the time you don't go anywhere, and 10% you go into hyper-space at a loading screen. Take a look at this skills coding and animation to make it more reliable, especially in rough terrain. And please remove the minimum distance required, it makes the skill kinda useless when we are at melee range.
    1.4.1 Explosive Charge
    Hardly any magplar uses this morph, strong candidate for a rework (or even stam morph). Make it a ground targeted move, and reduce the castable range a bit to like 20 or even 15 meters. You land at the spot marked instead of enemy, interrupting any casting enemies in a 8 meters radius (up from 5, on par with DK's "Inhale"). That would make it a decent mobility tool, a stacking cost may be necessary like Sorcerer's "Bolt Escape"
    1.4.2 Toppling Charge
    Nothing not covered in main skill's feedback.

    1.5 Spear Shards
    Another class defining skill, especially for healers (targeted, fast sustain). The base skill itself is okay IMO.
    1.5.1 Luminous Shards
    Nothing to add here, I find it a useful tool.
    1.5.2 Blazing Spear
    Lots and lots and lots and lots of templars disagree on the CC removal of Blazing Spear, either give it back or turn Piercing Javelin into a more usful CC (my thoughts on that skill above).

    1.6 Sun Shield
    Health scaling shields arent really that hot. Even tanks dont find them that much attractive, DK's mainly spam "Obsidian Shield" for stamina return and a little ally protection. Magplar's main defense in PVP is healing, but Defiles are handed down like candy nowadays so... I would make sun shield scale with max magicka, maybe even with lower scaling that Sorcerer's shields, and see what happens. People may argue that would make "healbots" unbearable, but this skill is not cheap at all. Not sure if a "healbot" can sustain keeping this shield up.
    1.6.1 Radiant Ward
    This would be the health-scaling shield for tanks, keep the skill mostly the same, reduced cost and all. But with a nice twist that would help templar tanks: when the shield dissolves, restores its cost to the highest max resource (so it would return stamina if your max stam is higher, for example) based on how much the shield was depleted before expiring. If the shield is broken by damage, it refunds immediately. I would cap the restore to like 80% of its cost. That would reward tanks for using this skill before a damage spike.
    1.6.2 Blazing Shield
    Instead of exploding at the end, I would make that each ranged direct hit on this shield returns a magic-based damage projectile, much like wardens "Crystallized Slab".

    1.7 Piercing Spear
    "Increases your Critical Damage done and your damage against blocking targets by 5%/10% while you have an Aedric Spear ability slotted."
    Damage focused passive for PVP and PVE, increasing critical damage done and damage against blocking targets. Instead of dealing more damage to a blocking target (damage that would be pitiful anyway, especially against tanks on PVP), I would alter the passive that a Aedric Spear skill hit against a blocking target increases their blocking cost by, lets say, 5%/10% for 3 seconds, without cooldown, so that would favor pressuring enemies out of block since we have no hard cc that goes through it.

    1.8 Spear Wall
    "Increases the amount of damage you can block from melee attacks by 7%/15% while you have an Aedric Spear ability slotted.". As many other have said, remove the skill slotted requirement, DK's can block all kind of damage with "Iron Skin" and Templars block more, but only specific melee damage, seems balanced.

    1.9 Burning Light
    "When you deal damage with an Aedric Spear ability, you have a 25% chance to deal an additional 518/1037 Physical Damage or 518/1036 Magic Damage, whichever is higher. This effect can occur once every 0.5 seconds.". Again echoing great templar players out there: Make the cooldown per enemy, and 1s.

    1.A (Yes, went hexadecimal here, sorry) Balanced Warrior
    "Increases your Weapon Damage by 3%/6% and Spell Resistance by 1320/2640."
    Well, at least one passive is useful for stamplars, yay! That doesnt mean I'm perfectly fine with it. Some people suggested that it should give both Spell Damage, Weapon Damage, Spell Resistance and Physical Resistance. IMO That would make the passive too overloaded and powerful. My take on this passive would be:
    "Increases your Weapon Damage or Spell Damage by 3%/6%, whichever is higher. Increases Spell Resistance or Physical Resistance by 1320/2640, whichever is lower."
    That would make the passive useful for all templars, still keeping the buff count at 2.


    2.Dawn's Wrath

    2.1 Nova
    Nice and nifty skill for damage mitigation. Base skill is fine IMO.
    2.1.1 Solar Prison
    We could make this more useful for DPS with a little change. After the synergy is used, all other ticks from Solar Prison get increased damage. That would reward fast response of allies.
    2.1.2 Solar Disturbance
    Seems aimed for mobile fights, even with summerset buff, it seems not enough, people will just get out and purge the maim. I would change it to a targeted that lands the Solar Disturbance on one enemy, and it would follow that enemy like destro's "Eye of the Storm", applying a 30% snare (down from 65, since its mobile now) and Major Maim to said enemy and every other on radius every second for 4 seconds, also the Solar Disturbance would not be purgeable, but it could be countered by a well placed Negate. One ally on melee range of that enemy could activate "Supernova" as normmal. That would be good for highly mobile PVP battles or even some more hectic PVE battles (placing it on the boss and stacking the adds around it), also good for splitting someone from his/her zerg or countering ball groups running Eye of the Storm.

    2.2 Sun Fire
    I see no problems with this skill or its morphs. I'm not a magplar expert though, so if any magplar out there want something changed here, I'll gladly edit it here.

    2.3 Solar Flare
    Ugh, cast times. Empower is getting nerfed, so we could have a nice look at this skill. Since DK's "Empowering Chains", instant gap closer is getting 2 empower stacks, could we please have 2 stacks here too? It deals high damage, but cannot self empower anymore and has a cast time and sloooow projectile travel time.
    2.3.1 Dark Flare
    As you said you would, make the Major Defile debuff undodgeable, and the skill seems OK for now. Further adjustments may be needed but nothing urgent i guess.
    2.3.2 Solar Barrage
    I appreciate the rework, a little bit better than the old Solar Barrage but not enough. Remove the cast time even if a damage reduction is needed for doing so. It disrupts PVE rotations (that will benefit the most from empower anyway) and doesn't add anything for PVP, so I would remove the cast time (with or without damage nerf) and make it scale like "Flames of Oblivion", from your highest stat, still dealing magic damage. Could be useful for some stamplars.

    2.4 Backlash
    The base skill seems OK to me, one of the few damage

    2.5 Eclipse
    It seems like ZOs can't find a good place for this skill. It looks mostly okay with punishing direct attackers, it just needs to have its bugs looked at (CC immunity when purged, etc).
    2.5.1 Total Dark
    I'm okay with this morph, adds to the defend and punish theme.
    2.5.2 Unstable Core
    Thats what I would change. As @Cinbri said, "Enduring Rays" passive works now against this skills DPS. So I would make it different on the bomb. I would make the damage be scaled for every second of remaining duration at the moment its "broken free of", so if base damage is 1000, a 6 second Unstable Core would deal 6k (simplest multiplication for the sake of example, you can apply any balancing on this calculation here) to the enemy if he immediately breaks free. So a smart player should wait a bit for the damage to become manageable before breaking free, or purge (imo purge should not set the bomb off), while a smart templar would try to follow up Unstable Core with a hard CC to force the enemy to break the bubble with the other CC to burst them down.

    2.6 Radiant Destruction
    First, as @Cinbri said, remove the empty cast timer on the skill, making it a bit faster. And fix the bug that makes the Templar get stuck channeling the beam on a dead corpse. The morphs seem OK to me.

    2.7 Enduring Rays
    I dont know. Really don't like passives that don't benefit the whole tree. Cant we add those 2 seconds to Backlash secondary effects too? 8 seconds of debuffs, 8 seconds for collecting damage. 8 seconds of healing pool. I dont see any problems. As for Radiant Destruction, 2 seconds of channel would be too much, so maybe a little other buff to the skill like "Radiant leaves a small dot on the enemy for 3 seconds" just so the passive would not feel useless to its own skill.

    2.8 Prism
    Seems ok to me. On par with other classes.

    2.9 Illuminate
    Seems ok to me. On par with other classes.

    2.A Restoring Spirit
    A small increase to 3%/6% would be nice and help especially stamplar's botched sustain.

    3. Restoring Light

    3.1 Rite of Passage
    The base skill is very strong, even while it disables you, OK to me.
    3.1.1 Rememberance
    Im with @Cinbri again on this. This morph should not disable the caster anymore, warden's ultimates and even resto ultimate are much stronger than this morph.
    3.1.2 Practiced Incantation
    Keep as it is, its strong for group healing.

    3.2 Rushed Ceremony
    Oh "healbots", what have you done to this skill... Its been nerfed over and over and over. We should take a look at Warden's "Fungal Growth" and see how its much better even as a self burst heal. Fungal always will heal you, and as a bonus heal all allies in a not-that-tight cone in front of you. And when morphed will either heal you more of apply regen buffs to anyone healed. While Rushed Ceremony can end up healing some random person who's in worse situation than you are and you end up dead because your healing skill decided to be "smart" and not save you.
    Fixes needed: Fix that animation bug that makes the caster be briefly rooted while casting this skill.
    What I would change: Make the cone a little tighter than what it is now (but still wider than warden's, since no buffs attached) and heal everyone on that cone.
    3.2.1 Honor The Dead
    Nice buff on recovery. But I would make this skill what "Dragon Blood" is for DK's or "Dark Cloak" is for NB's, a tanking heal based on health (so no cone). So I would start by healing 20% of our max health immediately and 10% as a heal over time. AND instead of restoring the ability cost as magicka, restores it as your highest max resource, again helping templar tanks to hold block.
    3.2.2 Breath of Life
    The extra heal goes outside the cone so its OK to me.

    3.3 Healing Ritual
    I want to see *** the changes to "the clap" pan out before making any other comments.

    3.4 Restoring Aura
    Tbh, i like the old restoring aura much more, I know major recoveries are common buffs, but so is minor magickasteal. Especially since rarely you need to apply it on more than one enemy, and "Elemental Drain" does that job pretty nicely, also being free and applying major breach.
    I would change it to: Applies Major Endurance, Major Intellect and Major Fortitude to all allies in the 12 meter radius for 10 seconds, and applies the same minor buffs to these allies but for 15 seconds. There is a powerful resource management tool for everyone that doesnt chug pots on cooldown.
    3.4.1 Radiant Aura
    I would keep the range increase, with the base changes.
    3.4.2 Repentance
    This skill needs a rework. Making stamplars compete for bodies is beyond absurd and hurts the very core of Templar's supportive role. I would make it an AOE that is targeted casted on the ground like caltrops, dealing low damage (and snaring by Sacred Ground passive) and restoring x stamina to the caster each time it deals damage, with 1 second cooldown. Give it a low cost that is compensated by its recovery (see NB's leeching strikes for reference).

    3.5 Cleansing Ritual
    Not a healer/magplar expert so I would leave it to you guys.

    3.6 Rune Focus
    Make the buff stick with the caster, its a QoL update that will make many Templar's throw their hands in the air and praise the sun \[T]/
    As much as I would be tempted to add a stamina restore to Restoring Focus, remember that this skill already gives you Major Resolve, Major Ward, Minor Protection, Minor Vitality and Minor Mending (by Sacred Ground passive). I would not like to overload the skill.

    3.7 Mending
    Could see a little increase, a 12% increased heal wont save a near-death ally easily

    3.8 Sacred Ground
    The passive is OK if we count that it still needs to affect ourselves even while Rune Focus is not a circle anymore. So mobile minor mending.

    3.9 Light Weaver
    Ugh, again those passives that doesn't help the whole skill line, sacred ground also does not buff 100% of the skills, but the Rune Focus QoL does enough to compensate for it. If you're keeping those passives locked, please make them more useful. I would add a 3 flat seconds to Restoring Aura (and Repentance), Minor Heroism to all allies under 60% healed by Healing Ritual for 6 seconds, and Major Heroism instead if the ally was under 25% health. Keep the Rite of Passage passive.

    3.A Master Ritualist
    I really dont know what to do with this passive, leaving to you guys again.

    This is an incredibly reasonable and balanced list of suggestions you've made.

    ZOS PLEASE consider at least making Channeled/Restoring Focus stick to the user since Templar was kicked out of its house in Morrowind update (lost Major Mending and such).
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  • Feanor
    Feanor
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    Personally I find it really sad what they did to Repentance and now BoL. These were so iconic and fun to use. It’s a shame.

    Actually they’d have to buff BoL soon again. Because it will be the underused and unattractive morph now. ;)
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 46 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1700+. Playing and enjoying PvP with RdK mostly on PC EU.
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  • Ron_Burgundy_79
    Ron_Burgundy_79
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    Feanor wrote: »
    Personally I find it really sad what they did to Repentance and now BoL. These were so iconic and fun to use. It’s a shame.

    Actually they’d have to buff BoL soon again. Because it will be the underused and unattractive morph now. ;)

    When it comes to templar balance, ZOS tends to nerf the better morph to make the underused morph more attractive. :/
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  • Ashamray
    Ashamray
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    Cinbri wrote: »
    Meanwhile we fount new bug that Purifying Light heal no longer works properly, i.e. don't explode on recast and don't proc upon target death before PL exploded. Kinda super hard bug that hurt functionality of delayed effect.
    And btw reading 2.1 patchnotes where it is described to work as it should:
    purify_bug.jpg

    ^^Get a look that "heal attach to enemy instead of ground". That exact thing that should happen with Rune Focus - attach to caster instead of ground to make skill better. It made Purify heal a bit better back in time, and such change will make Rune definetly better too.
    Backlash got this treatment 2 years ago already..

    Tbh this shiny cirle following you will look silly and ugly. It already has visual glitches when you spawn it on some surfaces, now imagine all this mess attached to a target moving in different directions.
    I'd rather increase 8 seconds to 15 or so.
    Edited by Ashamray on April 23, 2018 2:06PM
    Boadrig, EU PC

    Very Balanced
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  • FlamingBeard
    FlamingBeard
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    Ashamray wrote: »
    Cinbri wrote: »
    Meanwhile we fount new bug that Purifying Light heal no longer works properly, i.e. don't explode on recast and don't proc upon target death before PL exploded. Kinda super hard bug that hurt functionality of delayed effect.
    And btw reading 2.1 patchnotes where it is described to work as it should:
    purify_bug.jpg

    ^^Get a look that "heal attach to enemy instead of ground". That exact thing that should happen with Rune Focus - attach to caster instead of ground to make skill better. It made Purify heal a bit better back in time, and such change will make Rune definetly better too.
    Backlash got this treatment 2 years ago already..

    Tbh this shiny cirle following you will look silly and ugly. It already has visual glitches when you spawn it on some surfaces, now imagine all this mess attached to a target moving in different directions.
    I'd rather increase 8 seconds to 15 or so.

    The Rune could stay on the ground where the caster used the skill as it does currently, except being in the Rune would only give Minor Mending from Sacred Ground passive while the buff itself would now have a set-in-stone buff timer of ~20 seconds or so (...like all the other class-based self-buffs in the game...).

    Rune Focus being a buff that forces you to stay near a tiny area to maintain your buff and discourages movement, in a game where movement is highly encouraged in both PvP and PvE, is NOT fair to Templars.

    I will say this once more so everyone can hear it:

    Templars no longer have a "house" to stand in, due to nerfs to its healing tooltips/buffs/solo utility making it nonthreatening to wander near in most cases. My friends and I are 10 times more weary of Nightblades, Wardens and Dragonknight players getting within melee range than we are of almost any Templar player, because they lack the CC or the reliable burst to be a real threat offense-wise

    So please, at least give us this quality of life Templar tweak and allow us to leave our house (which is now made of glass) at least in the sense that we don't need to remain in the same one area in order to maintain buffs and receive resource management benefits (which no other class is forced to do).
    Edited by FlamingBeard on April 23, 2018 2:36PM
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  • Anazasi
    Anazasi
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    - restoring aura
    minor mag steal is outshined by ele drain. We have two options, either give this ability the shards resource and then let shards have a different effect, or give restoring aura a unique debuff that grants extra healing on dmg done to targets impacted by the AOE target).

    I think this is spot on but I would say let's make this simply. Make both morphs act similar one gives back magic and one gives back stam when dead bodies are consumed.
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  • casparian
    casparian
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    If they can't get the lingering HOT right
    Anazasi wrote: »
    - restoring aura
    minor mag steal is outshined by ele drain. We have two options, either give this ability the shards resource and then let shards have a different effect, or give restoring aura a unique debuff that grants extra healing on dmg done to targets impacted by the AOE target).

    I think this is spot on but I would say let's make this simply. Make both morphs act similar one gives back magic and one gives back stam when dead bodies are consumed.

    Maybe -- and this is just a shot in the dark -- it could, I don't know, stun?
    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.
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  • DoonerSeraph
    DoonerSeraph
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    Ashamray wrote: »
    Cinbri wrote: »
    Meanwhile we fount new bug that Purifying Light heal no longer works properly, i.e. don't explode on recast and don't proc upon target death before PL exploded. Kinda super hard bug that hurt functionality of delayed effect.
    And btw reading 2.1 patchnotes where it is described to work as it should:
    purify_bug.jpg

    ^^Get a look that "heal attach to enemy instead of ground". That exact thing that should happen with Rune Focus - attach to caster instead of ground to make skill better. It made Purify heal a bit better back in time, and such change will make Rune definetly better too.
    Backlash got this treatment 2 years ago already..

    Tbh this shiny cirle following you will look silly and ugly. It already has visual glitches when you spawn it on some surfaces, now imagine all this mess attached to a target moving in different directions.
    I'd rather increase 8 seconds to 15 or so.

    I would just use that golden glow we have while under the buffs of the circle and remove the ground effect altogether. Its simple, discrete and non invasive. And would change the sacred ground passive to give minor mending while affected by Focus. So you want to be a static healer with one more slot (by not slotting focus and acquiring mending from cleansing), or a bit more mobile and magicka sustainable/tanky with focus?
    Edited by DoonerSeraph on April 23, 2018 2:36PM
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  • Cinbri
    Cinbri
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    Ashamray wrote: »
    Cinbri wrote: »
    Meanwhile we fount new bug that Purifying Light heal no longer works properly, i.e. don't explode on recast and don't proc upon target death before PL exploded. Kinda super hard bug that hurt functionality of delayed effect.
    And btw reading 2.1 patchnotes where it is described to work as it should:
    purify_bug.jpg

    ^^Get a look that "heal attach to enemy instead of ground". That exact thing that should happen with Rune Focus - attach to caster instead of ground to make skill better. It made Purify heal a bit better back in time, and such change will make Rune definetly better too.
    Backlash got this treatment 2 years ago already..

    Tbh this shiny cirle following you will look silly and ugly. It already has visual glitches when you spawn it on some surfaces, now imagine all this mess attached to a target moving in different directions.
    I'd rather increase 8 seconds to 15 or so.

    But Rune effect is irrelevant to buff effect. We have another effect representing buffs - yellow, not sure how call it, yellow glowing "coat" flowing on weapons and body of your char, same effect you can see on Almalexia npc:
    rune_effect.jpg

    P.S.: if Rune would follow you it is indeed would look weird: :D
    https://www.youtube.com/watch?v=pyOHJPwTK14&feature=youtu.be
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  • Checkmath
    Checkmath
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    Cinbri wrote: »
    Ashamray wrote: »
    Cinbri wrote: »
    Meanwhile we fount new bug that Purifying Light heal no longer works properly, i.e. don't explode on recast and don't proc upon target death before PL exploded. Kinda super hard bug that hurt functionality of delayed effect.
    And btw reading 2.1 patchnotes where it is described to work as it should:
    purify_bug.jpg

    ^^Get a look that "heal attach to enemy instead of ground". That exact thing that should happen with Rune Focus - attach to caster instead of ground to make skill better. It made Purify heal a bit better back in time, and such change will make Rune definetly better too.
    Backlash got this treatment 2 years ago already..

    Tbh this shiny cirle following you will look silly and ugly. It already has visual glitches when you spawn it on some surfaces, now imagine all this mess attached to a target moving in different directions.
    I'd rather increase 8 seconds to 15 or so.

    But Rune effect is irrelevant to buff effect. We have another effect representing buffs - yellow, not sure how call it, yellow glowing "coat" flowing on weapons and body of your char, same effect you can see on Almalexia npc:
    rune_effect.jpg

    P.S.: if Rune would follow you it is indeed would look weird: :D
    https://www.youtube.com/watch?v=pyOHJPwTK14&feature=youtu.be

    this looks so damn....***. pls ZoS, dont glue the rune to our feets....
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  • GallantGuardian
    GallantGuardian
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    Well maybe next week we will actually get some balance changes to things like rune focus, repentance, something made to immobilize, more resource return options... to make us more balanced with other classes...

    But if not i suppose ill just be going to the psjic order skill line to get some of those things to my templars tank.... and there is always the heavy armor buff ability if i want mobility..sadly its not the best but atleast its mobile
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  • Minno
    Minno
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    Well maybe next week we will actually get some balance changes to things like rune focus, repentance, something made to immobilize, more resource return options... to make us more balanced with other classes...

    But if not i suppose ill just be going to the psjic order skill line to get some of those things to my templars tank.... and there is always the heavy armor buff ability if i want mobility..sadly its not the best but atleast its mobile

    Only change this week is that your template toons can now use all the psijic skilline instead of grinding it for 10 hours.

    This will REALLY open up tests for templars for both tank/dd roles.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
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  • Solinur
    Solinur
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    You can expect to see the start of some balance changes for combat abilities and item sets in the next PTS patch.

    Let's see what we get next week :)

    Edit: Acuity Nerf incoming?
    Edited by Solinur on April 23, 2018 7:15PM
    @Solinur Pact EU - PC (Solinur: Templar - Magicka DD, Moves-like-Günther: Sorcerer - Stamina DD, Kinara Sol: Templar - Stamina DD, )
    Addon Author
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  • Minno
    Minno
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    Solinur wrote: »
    You can expect to see the start of some balance changes for combat abilities and item sets in the next PTS patch.

    Let's see what we get next week :)

    Edit: Acuity Nerf incoming?

    Acuity nerf? It's only a chapter old.

    I think they might nerf valkyn before acuity.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
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