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Templar channeled focus nerfed

Stibbons
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So you cannot refresh the buff when you re-enter the rune? So you have to cast it again to get the buff with the new higher cost. Sounds just horrible and useless. That is not a buff, that is a nerf!

  • Syiccal
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    where does it say it doesn't refresh?
  • Merlin13KAGL
    Merlin13KAGL
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    It doesn't refresh because it's no longer tied to standing in the AoE. It's now directly applied (for a shorter duration), with a bonus to the defenses if you're standing in the AoE.

    Increasing the cost and almost halving the duration is definitely a nerf.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • casparian
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    Syiccal wrote: »
    where does it say it doesn't refresh?

    It doesn't say that in the patch notes, but that is the way the skill performs on the PTS.

    It's s a large nerf, especially for PVE. Check out this chart comparing the sustain on live vs. on PTS.
    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.
  • FakeFox
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    I wouldn't call it a nerf at all.You barely stay in one spot for the entire duration anyway and the cost increase don't seem problematic to me as well.
    Edited by FakeFox on July 10, 2018 12:59PM
    EU/PC (GER) - Healermain since 2014 - 50305 Achievement Points - Youtube (PvE Healing Guides, Builds & Gameplay)
  • Merlin13KAGL
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    FakeFox wrote: »
    I wouldn't call it a nerf at all.You barely stay in one spot for the entire duration anyway and the cost increase don't seem problematic to me as well.
    Which was kind of the bonus behind the fact you could refresh the buff, as it currently is on live.

    You weren't automatically penalized if you had to step out for a second or two, but it was beneficial to try to at least stay near.

    If anything, your argument shows why the new version is even less useful, because you're not going to be taking advantage of the 50% defense increase on any high movement fight.



    Edited by Merlin13KAGL on July 10, 2018 1:03PM
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • NobleX35
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    I was afraid this was going to happen...the dev teams response to underperforming skills is to buff them in a certain aspect, but then nerf them in another EVEN THOUGH THE SKILL WAS UNDERPERFORMING WHICH MEANS IT ONLY NEEDS THE BUFF...I swear they do this all the time and it is ridiculous...

    Proposed change should look more like this:

    Duration ability is equal to 15 seconds. If you step outside the area of the rune, then the effects will persist for another 15 seconds. The cost of the skill remains the same as what is currently on live.

    This gives templars the ability to be far more mobile without having to constantly recast the skill, while also allowing for players to remain in one spot if they so desire. The only other main difference is a “potential” 4 extra second increase in total duration.
    Edited by NobleX35 on July 10, 2018 1:14PM
    "Only the dead have seen the end of war."
  • React
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    Well I hate to say it, but these buffs are PvP oriented and they have been a long time coming. Stamplar's and magplar's alike have long complained about the short duration of their armor buff and how they have to remain near a very small circle in order to refresh it. This change makes it effectively as long as hurricane, and with the low cost coupled with the magicka sustain lasting 15 seconds, you'll be able to keep your armor buff up 100% of the time effectively instead of having to play off the location of the rune in addition to occasionaly having to choose to purify or cast rune on low magicka (stamplar).

    This is a very good change to PvP templar, and it was needed.
    Edited by React on July 10, 2018 2:02PM
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  • BNOC
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    Liam12548 wrote: »
    Well I hate to say it, but these buffs are PvP oriented and they have been a long time coming. Stamplar's and magplar's alike have long complained about the short duration of their armor buff and how they have to remain near a very small circle in order to refresh it. This change makes it effectively as long as hurricane, and with the low cost coupled with the magicka sustain lasting 15 seconds, you'll be able to keep your armor buff up 100% of the time effectively instead of having to play off the location of the rune in addition to occasionaly having to choose to purify or cast rune on low magicka (stamplar).

    This is a very good change to PvP templar, and it was needed.

    All that's changed is that you now cast every 15s instead of 8s and can't refresh your buff.

    The max duration is down as is the return long term - Look at the charts in the above posts.

    Doesn't seem like a buff for any competent magplar - maybe for the zerg surfers who were to busy sheeping to jump back in for literally a split second.
    Edited by BNOC on July 10, 2018 2:12PM
    vMSA - Magplar - Xbox EU - 15/11/16
    578,000 - 36 Minutes 58 Seconds (Top 2 World?)

    vMSA - Magplar - Xbox NA
    569,000 - 40 minutes (350CP, Non optimised runs)
  • Thorstienn
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    This is clearly a buff for PVP and a nerf for PVE. I think I will be hanging up my Templar tank for a while with this and some of the past changes to templar.
    I hope the PVP players enjoy the increase in mobility though.
  • NBrookus
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    IMO, it is a good change to simplify the templar armor buff. And adds needed pvp mobility. But if you returned to your rune even once, it's a sustain nerf, and a large nerf for PVE DPS.

    Comparison with other magicka armor buffs:

    Templar is 15 seconds, 1891 magicka, provides a small amount of sustain and 2640 extra spell and physical resistance inside a 5m circle. Class has no sustain passive.

    DK is 20 seconds, 2430 magicka and does a very small amount of damage for 10 seconds. Class has ultimate-tied sustain.

    Sorc is 24 seconds, 3443 magicka and does a small amount of damage that procs their passives AND gives Major Expedition for 7.5 seconds. Class has 10% regen passive and tiny pet-tied sustain passive.

    Warden is 24 seconds, 3645 magicka AND gives Minor Protection for the full 24 seconds. Pet-tied 12% regen passive, healing-tied regen passive, additional armor resistance as a passive, and 150 regen with zero cost pet skill.

    Nightblade buff is a free passive that scales with heavy armor, small amount of regen tied to killing, 15% regen as a passive.


    Suggested alterations:
    Same cost, 20 second duration; still a PVE sustain nerf but bigger PVP buff.
    OR
    Allow rune to refresh once if you return to it; becomes a PVE sustain buff but probably does not affect PVP.
    Edited by NBrookus on July 10, 2018 2:38PM
  • Strider__Roshin
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    Honestly this change makes me want to try Templar again. The sit in one spot play style killed it for me.
  • Strider__Roshin
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    NBrookus wrote: »
    Templar is 15 seconds, 1891 magicka, provides a small amount of sustain and 2640 extra spell and physical resistance inside a 5m circle. Class has no sustain passive.

    You failed to mention minor mending, and a 30% snare to those stepping on your Rune in your description via Sacred Ground passive. If you're going to compete defense mechanisms don't leave out pertinent info. It makes you appear dishonest.
  • React
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    BNOC wrote: »
    Liam12548 wrote: »
    Well I hate to say it, but these buffs are PvP oriented and they have been a long time coming. Stamplar's and magplar's alike have long complained about the short duration of their armor buff and how they have to remain near a very small circle in order to refresh it. This change makes it effectively as long as hurricane, and with the low cost coupled with the magicka sustain lasting 15 seconds, you'll be able to keep your armor buff up 100% of the time effectively instead of having to play off the location of the rune in addition to occasionaly having to choose to purify or cast rune on low magicka (stamplar).

    This is a very good change to PvP templar, and it was needed.

    All that's changed is that you now cast every 15s instead of 8s and can't refresh your buff.

    The max duration is down as is the return long term - Look at the charts in the above posts.

    Doesn't seem like a buff for any competent magplar - maybe for the zerg surfers who were to busy sheeping to jump back in for literally a split second.

    You really don't know what you're talking about. No competent magplar/stamplar is keeping a single rune down for the FULL duration on live and refreshing it within 7 seconds of expiration to receive max possible duration, UNLESS they are standing in a single spot and healbotting the zerg. Sure you can kite back through a strategically placed rune to refresh the buff, but in the vast majority of scenarios combat will call for you to recast an already inexpensive ability in a new location to receive your armor buff in a timely manner. This change allows for a REASONABLE duration on the ability and less instances where it will need to be reapplied sooner. Let's not forget that the vast majority of templar damage builds operate within melee range and that moving out of melee range to refresh a buff can tax your other resources in the process.

    I've got 2500+ hours of 90% SOLO pvp on my stamplar. I've played around with this skill far more than most and that is my opinion of it.
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  • Sandman929
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    I guess it's a nerf or a buff depending on what's important to you. I don't mind at all losing the regen in order to not lose the buffs when I have to move away from that tiny room in my "house". I wouldn't mind it being 20 seconds, but I'll take 15.
  • FakeFox
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    FakeFox wrote: »
    I wouldn't call it a nerf at all.You barely stay in one spot for the entire duration anyway and the cost increase don't seem problematic to me as well.
    Which was kind of the bonus behind the fact you could refresh the buff, as it currently is on live.

    You weren't automatically penalized if you had to step out for a second or two, but it was beneficial to try to at least stay near.

    If anything, your argument shows why the new version is even less useful, because you're not going to be taking advantage of the 50% defense increase on any high movement fight.



    You aren't panellized at all now. You don't need to stand in the circle at all in order to get the original buff. But standing in it now grants a additional ~2,5k resistances. If you are able to go back into your rune the current version has a longer duration and is more cost efficient, but if you aren't, which very often is the case the new version is a lot better in my opinion.
    EU/PC (GER) - Healermain since 2014 - 50305 Achievement Points - Youtube (PvE Healing Guides, Builds & Gameplay)
  • Inarre
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    According to my math (and disclaimer, its really rough using a battle time of 5 minutes to compare) it looks like this only becomes a buff if you are literally throwing down the current focus and immediately leaving it and reapplying 8 seconds later. If you stay in the rune for even 2 seconds before leaving, the new changes make this a nerf (in that the cost of the new buff becomes more expensive than live).

    This isn't even a buff for PVP. In PVP I usually stand at least 2 seconds in my rune or have periods where I hang out in it on a rock or something. Overall it's double the mana cost of hanging out in your rune and at best it is a few hundred less mana cost if you are running constantly.

    I'll log in PTS and test it after work, but initial thoughts are that this is not promising for either PVP or PVE.
    Edited by Inarre on July 10, 2018 3:55PM
  • Animus-ESO
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    Another Templar nerf. GG Zos. This is starting to feel like the horror film “ the wish master”. We ask for small buffs and some how they twist our wish into a nerf .
    Dude Where's My Guar?
  • BNOC
    BNOC
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    Liam12548 wrote: »
    BNOC wrote: »
    Liam12548 wrote: »
    Well I hate to say it, but these buffs are PvP oriented and they have been a long time coming. Stamplar's and magplar's alike have long complained about the short duration of their armor buff and how they have to remain near a very small circle in order to refresh it. This change makes it effectively as long as hurricane, and with the low cost coupled with the magicka sustain lasting 15 seconds, you'll be able to keep your armor buff up 100% of the time effectively instead of having to play off the location of the rune in addition to occasionaly having to choose to purify or cast rune on low magicka (stamplar).

    This is a very good change to PvP templar, and it was needed.

    All that's changed is that you now cast every 15s instead of 8s and can't refresh your buff.

    The max duration is down as is the return long term - Look at the charts in the above posts.

    Doesn't seem like a buff for any competent magplar - maybe for the zerg surfers who were to busy sheeping to jump back in for literally a split second.

    You really don't know what you're talking about. No competent magplar/stamplar is keeping a single rune down for the FULL duration on live and refreshing it within 7 seconds of expiration to receive max possible duration, UNLESS they are standing in a single spot and healbotting the zerg. Sure you can kite back through a strategically placed rune to refresh the buff, but in the vast majority of scenarios combat will call for you to recast an already inexpensive ability in a new location to receive your armor buff in a timely manner. This change allows for a REASONABLE duration on the ability and less instances where it will need to be reapplied sooner. Let's not forget that the vast majority of templar damage builds operate within melee range and that moving out of melee range to refresh a buff can tax your other resources in the process.

    I've got 2500+ hours of 90% SOLO pvp on my stamplar. I've played around with this skill far more than most and that is my opinion of it.

    Your experience is a stamplar, if it's a buff for you that's genuinely good, I don't know about that.
    It's not a buff for me with 3431 hours on my main Templar, let alone alts; all Magicka based.

    It was never really difficult to re-cast as a magplar, let's be honest.

    Builds are mostly melee range, right, but why do you need to move out of range to re-cast it? And what would this change in regards to that? If you're talking about the 1s you save by not recasting - If I am on someone and they're snared, stunned or fighting back, or if I'm being jumped and I'm kiting, chances are I could get a refresh tick on my focus and then you're the one at a disadvantage?

    I understand that you can say 'Oh but in this situation, how it currently is sucks' and I can come back with another where it's not so I guess it's situational and playstyle based. I also get the whole, 'we want to move thing' and I hear you saying Stamplar, but I just don't find it difficult currently as magplar - On the Stamplar you're moving quicker in general, probably kiting better because of that and I don't deny that I guess it makes sense for that playstyle.

    I'm thinking about how I play and it just doesn't seem like a buff to me - We'll have to see - Like always, we'll adapt either way.

    Just my opinion too.
    vMSA - Magplar - Xbox EU - 15/11/16
    578,000 - 36 Minutes 58 Seconds (Top 2 World?)

    vMSA - Magplar - Xbox NA
    569,000 - 40 minutes (350CP, Non optimised runs)
  • NBrookus
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    Daus wrote: »
    You failed to mention minor mending, and a 30% snare to those stepping on your Rune in your description via Sacred Ground passive. If you're going to compete defense mechanisms don't leave out pertinent info. It makes you appear dishonest.

    Or it was an oversight. But thanks for the compliment.
    Edited by NBrookus on July 10, 2018 5:44PM
  • Cadbury
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    Another Templar nerf. GG Zos. This is starting to feel like the horror film “ the wish master”. We ask for small buffs and some how they twist our wish into a nerf .

    "You wish for me to make your Templars stronger?"



    tenor.gif?itemid=11636556


    "Granted..."

    >:)
    "If a person is truly desirous of something, perhaps being set on fire does not seem so bad."
  • Strider__Roshin
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    NBrookus wrote: »
    Daus wrote: »
    You failed to mention minor mending, and a 30% snare to those stepping on your Rune in your description via Sacred Ground passive. If you're going to compete defense mechanisms don't leave out pertinent info. It makes you appear dishonest.

    Or it was an oversight. But thanks for the compliment.

    I'm not calling you dishonest, I'm just saying it gives the appearance.
  • Drdeath20
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    Eleweapons, innerlight, solar barrage, backlash, blazing spear

    Elemental blockade, innerlight, reflective light, radiant oppression, dampen magic.

    Im not gonna cry about this affecting damage dealers in pve

    Bol, inner light, rit of ret, rapid regen, reflective light
    Radiant oppression, inner light, backlash, ele blockade, blazing spear

    Not gonna hurt my dungeon healer build either
  • caeliusstarbreaker
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    I’ll take the ward, resolve, protection and vitality for 15 seconds over run and touch a 4m circle I left in the middle of the enemy group, every time.

    Added: the 50% extra nonsense is useless because again... 4m circle.
    Edited by caeliusstarbreaker on July 10, 2018 6:26PM
    Rhage Lionpride DC Stamina Templar
    K-Hole
  • Animus-ESO
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    Cadbury wrote: »
    Another Templar nerf. GG Zos. This is starting to feel like the horror film “ the wish master”. We ask for small buffs and some how they twist our wish into a nerf .

    "You wish for me to make your Templars stronger?"



    tenor.gif?itemid=11636556


    "Granted..."

    >:)
    Plsss zos noooooo. We are op like NB I swear..... just leave us alone
    Dude Where's My Guar?
  • Drdeath20
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    This will help with templar tanks and pve
    Edited by Drdeath20 on July 10, 2018 9:15PM
  • Doctordarkspawn
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    I stand by my criticism of it in the official thread.

    If you want to boost the skill, buff the morph buffs. The sustain, the minor protec and vitality while standing in the cirlce. Otherwise, reduce the cost.
  • Joy_Division
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    People who use the Restoring Focus morph seem to like the change because they don't care about the magicka regen.

    People who use the Channeled Focus morph don't seem to like the change because they do care about the magicka regen.

    Well, looks like half the templars are not going to be happy.

    All of this could have been avoided if 4 years ago ZoS recognized they had the templar design correct with the old Restoring focus passive. Instead it got nerfed it in favor of a utterly boring tiny cost reduction and cosigned us to spamming this particular skill that does not do much of anything just to have some semblance of sustain.

    I cant believe I have to come onto these forums and argue that I need to spam a skill most of the time I have no interest in slotting (Pve DPS and Healers don't care at all about the resistance buffs. Neither do people doing vMA.) just so I can still have worse sustain than a Nightblade.
    Edited by Joy_Division on July 10, 2018 10:31PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Elsterchen
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    As far as i understand only the duration of the buff seems to be a problem with channeled focus.

    Is that correct?

    So its not the main aspect of the skill, the now finally moving with target Major Defence buff, but the secondary effect that needs some more tweaking to account for the increased cost?

    @Joy_Division, now don't you think someone could persuade someone working on combat design to just do some "tweaking" during the PTS cycle ? ;)After all the channeled focus morph ONLY has the magica sustain linked to it, and not 2 minor buffs like restoring focus or a group utility and a minor buff like wardens and sorcs, at least the only minor buff should reflect new duration of the ability (18s on PTS / 15 s on live) as well as the increased costs.


    <3

    edit: on the other hand we should find a skill to be replaced by a real sustain skill anyways... anyone still using blazing shield or javeline?
    Edited by Elsterchen on July 10, 2018 10:48PM
  • Doctordarkspawn
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    Elsterchen wrote: »
    As far as i understand only the duration of the buff seems to be a problem with channeled focus.

    Is that correct?

    So its not the main aspect of the skill, the now finally moving with target Major Defence buff, but the secondary effect that needs some more tweaking to account for the increased cost?

    @Joy_Division, now don't you think someone could persuade someone working on combat design to just do some "tweaking" during the PTS cycle ? ;)After all the channeled focus morph ONLY has the magica sustain linked to it, and not 2 minor buffs like restoring focus or a group utility and a minor buff like wardens and sorcs, at least the only minor buff should reflect new duration of the ability (18s on PTS / 15 s on live) as well as the increased costs.


    <3

    edit: on the other hand we should find a skill to be replaced by a real sustain skill anyways... anyone still using blazing shield or javeline?

    WE SHOULD NOT.

    Sustain passives. We need sustain -passives-. Not active skills. But focus does not need anything more then minorly ajusted. Or the cost for templar abilities to be reduced to reflect the lack of sustain.

    Just reduce the cost for Channeled Focus back to what it is on live and leave it there. So it's not as much of a blow.
    Edited by Doctordarkspawn on July 10, 2018 10:50PM
  • Joy_Division
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    Elsterchen wrote: »
    As far as i understand only the duration of the buff seems to be a problem with channeled focus.

    Is that correct?

    So its not the main aspect of the skill, the now finally moving with target Major Defence buff, but the secondary effect that needs some more tweaking to account for the increased cost?

    @Joy_Division, now don't you think someone could persuade someone working on combat design to just do some "tweaking" during the PTS cycle ? ;)After all the channeled focus morph ONLY has the magica sustain linked to it, and not 2 minor buffs like restoring focus or a group utility and a minor buff like wardens and sorcs, at least the only minor buff should reflect new duration of the ability (18s on PTS / 15 s on live) as well as the increased costs.


    <3

    Someone can try :smile:

    I'd very much prefer the original way but looks like we're stuck with this method
    Edited by Joy_Division on July 10, 2018 10:52PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
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