Girl_Number8 wrote: »Reverse the dark cloak nerf for Magblades that play in the open in PvP. It is our only decent burst heal.
@ZOS_BrianWheeler Cx go 1 v X as a magblade and see how well it works with all your new changes while being 100% visible. Magblades shouldn't be punished for Stamblades. Take soul harvest or incap raise the cost but the changes to dark cloak and merciless resolve is a nail in the coffin for players that were out in the open on an already weak class. You are taking away our only good burst heal on our defensive bar while setting up a burst combo in PvP. Please take a look at it....if anything reverse the dark cloak changes keeping build diversity still alive.
Thnx, I hope you will test it out and see for yourself that this is a skilled playstyle, nothing like the gankblades that are invisible....
Light of Retribution
Cast Time: Instant
Range: 8m
Cost: 2200 Stamina
Blast an enemy with a charge of radiant heat, dealing 210 Physical Damage and causing them to bleed for an additional 1000 Physical damage over 9 seconds. Upon activation, you gain Minor Savagery increasing your Weapon Critical rating by 1320.
Remembrance
Cast Time: 5s Channeled
Range: 20m
Cost: 125 Ultimate
Channel the grace of the gods, healing yourself for 989 Health every 1 second for 5 seconds.
Also heals a nearby ally with the lowest health each .5 seconds for 500 health.
Gain Major Protection, reducing damage you take by 30% for 7 seconds.
You gain immunity to all enemy control effects.
Extended Ritual
Cast Time: Instant (24s)
Range: 12m
Cost: 4320 Magicka
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately, and healing you and nearby allies for 200 Health every 1 seconds for 18 seconds.
Allies can also activate the Purify synergy, removing all harmful effects from themselves and healing them for an additional 667.
Ritual of Penance
Cast Time: Instant (12s)
Range: Self
Cost: 4000 Stamina
Exalt in the sacred light of the Aedra, cleansing up to 4 harmful effects from yourself immediately, and healing you for 150 every 2 seconds for 12 seconds.
Every 6s, 2 additional harmful effects will be cleansed.
Gain 4s of immunity to snares and immobilizations
Stamblade
Changes on Relentless Focus are a bit drastic imho. I can understand the point from the developer's comment about the removal of the +8% damage but I don't get why Minor Endurance has been cut off as well.
Stamblade regen is overall bad now if you don't play in a trial with all buffs in a group.
I'd say to put at least Minor Endurance back where it was plus I would add a small buff like Minor Savagery (+3% weapon critical)
This is how "golden coat" of Rune Focus looks on Live in shadow where bloom effect and sun rays barely affect:
That how it look on PTS, go figure where is buffed and where unbuffed:
It very hard to see even per se and almost impossible when you stand out of shadow, so how do you suppose to determine in combat that duration of rune focus wasn't ended without addons? Revert it effect to how it looks on live as it no longer provide its role of being informative.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Stamblade
Changes on Relentless Focus are a bit drastic imho. I can understand the point from the developer's comment about the removal of the +8% damage but I don't get why Minor Endurance has been cut off as well.
Stamblade regen is overall bad now if you don't play in a trial with all buffs in a group.
I'd say to put at least Minor Endurance back where it was plus I would add a small buff like Minor Savagery (+3% weapon critical)
@ZOS_BrianWheeler @ZOS_GinaBruno
Why remove Major Expedition from Cripple?. Why not remove Major Expedition from Path and keep it on Cripple, i mean having expedition on Cripple makes sense, you're sapping someones speed and taking it for yourself essentially. It however, doesn't make much sense on path as generally you don't want to be zipping out of your path....
Keeping expedition on Cripple and removing it from path, i think would fit the spirit of the class better. i mean the name of the skill line says it all: Siphioning - to take or transfer.
Also, keeping expedition on Crippling Grasp makes for a compelling choice between Grasp and Debilitate - Speed or Magicka steal, making both morphs completely viable and not having one morph straight better than the other like so many skills.
Girl_Number8 wrote: »Reverse the dark cloak nerf for Magblades that play in the open in PvP. It is our only decent burst heal.
@ZOS_BrianWheeler Cx go 1 v X as a magblade and see how well it works with all your new changes while being 100% visible. Magblades shouldn't be punished for Stamblades. Take soul harvest or incap raise the cost but the changes to dark cloak and merciless resolve is a nail in the coffin for players that were out in the open on an already weak class. You are taking away our only good burst heal on our defensive bar while setting up a burst combo in PvP. Please take a look at it....if anything reverse the dark cloak changes keeping build diversity still alive.
Thnx, I hope you will test it out and see for yourself that this is a skilled playstyle, nothing like the gankblades that are invisible....
@ZOS_BrianWheeler @ZOS_GinaBruno
Why remove Major Expedition from Cripple?. Why not remove Major Expedition from Path and keep it on Cripple, i mean having expedition on Cripple makes sense, you're sapping someones speed and taking it for yourself essentially. It however, doesn't make much sense on path as generally you don't want to be zipping out of your path....
Keeping expedition on Cripple and removing it from path, i think would fit the spirit of the class better. i mean the name of the skill line says it all: Siphioning - to take or transfer.
Also, keeping expedition on Crippling Grasp makes for a compelling choice between Grasp and Debilitate - Speed or Magicka steal, making both morphs completely viable and not having one morph straight better than the other like so many skills.
"Increased the radius of Whirlwind and the Whirling Death morph to 6 meters from 5 meters. Dev. com.: brought the base line performance of this ability into the same realm of our other Direct Damage Area of Effect abilities in damage, cost, and area coverage."
However unlike this AoE standardization of Radial Sweep = Dragonleap, Sun Shield that was equal in radius to Whirlwind wasn't get this attention and its radius remained 5m instead of 6m. @Joy_Division @Checkmath
I thought this was the update to bring class balance ZOS... i dont understand
@Cinbri updating you that the team is investigating the bugs you reported in your comment.
Do keep in mind that we get more value out of explanations of the problems and issues you experience with the class, not necessarily suggestions for changes. "This ability should do this" only goes so far without a strong argument for why. You provided arguments for most of your suggestions, but not all, and digging for your rationale amidst the suggestions is time consuming.
The team is currently deciding on long term plans for many things right now, and while I can't speak to any specifics regarding templar, I will say that we are reading this thread and passing along your thoughts and others'.
Kena, the problem was stated. Templar stuffers from bugs and inconsistent skill audits this patch, some of which have been Templar pain points since before the rep program started. Hard to let the team know exactly these issues without it sounding like suggestions on changes.
For example, the team stated skills made a pass to remove redundant functionality across class kits, but made empowering sweeps into a carbon copy of solar barrage while subtracting from stamplar survivability in PvP. Another example, how jabs CP mitigation was reducing the DMG far more than intended, but was missed for 4 patches in arow before changes to jabs/major evasion was drastically changed that made it near impossible to track.
If the devs want more general nofeedback, here's what I came up with:
Templar
Aedric Spear
Burning Light: great change, needs extensive cyro testing on live however for efficiency tests. Jabs snare is still dodge able though.
Focused Charge: minimum range doesn't match other gap closers, at least ones that grant a secondary effect like lotus fan.
Explosive Charge (morph): no one is using this spell for the AOE dmg. It doesnt break targets out of stealth, requires a target, is too slow, and makes your vulnerable. Niche application as a bomber build but Templar has nothing that helps to escape those situations like a nightblade can.
Toppling Charge (morph): has potential to be a great change. but has same downsides as explosive charge; most serious PVP players deslot this ability since it opens you up to being cc'd and burst. If DMG buff is to be a buff for Templar, then consistency of use must be created.
Piercing Javelin:dmg boost buff was weird at range, because templars lack the absolute ranged strength of sorcs to fully use this DMG boost to it's full potential. Skill audit would have shown that one of the magplar pain points is too many cc options that have too many niche applications and all contradict each other. Why run javelin when I can heal+unreflected+unblocked dMG with total dark? But I can't use total dark on cc immune targets and toppling charge becomes generic gap closer when I cast total dark first.
Puncturing Strikes: best change this patch but there's a bug as cinbri noted regarding it's efficiency on pts.
Radial Sweep: great change for range. Still misses targets due to how the hitbox is looking for those targets.
Empowering Sweep (morph): this is hard to swallow because it violates the core reasoning of this patch while increasing the main pain point of stamplar; low survivability after post-nerf of major mending under wrobel. its an AOE 2s pulse that has empower; solar barrage shares this same exact mechanic and thus is instantly redundant. It may be an ultimate, and some pve stamplars love it, but in PvP it takes away from survival for that class.
Spear Shards:good buffs for pve templar but stamplar can't use it. So it's one sided change.
Sun Shield:
.great change for seeing skills and values they bring, because it was tricking both players and devs into thinking this is a great defensive skill. But if blazing was above other options, you'd see it on every templar build and in competitive PvP applications. It doesnt defend well and it doesnt damage well; because of that it will always be replaced by something more damaging or defensive. Radiant ward is perfect for PVE tanks however but the cost increase is a nerf to them sadly. Is 9% per hit good enough for competitive pve? This ability will still find extremely niche use in PvP and it doesn't solve pve tank pain points.
Dawn’s Wrath
Eclipse: great mechanic balance for DKs now. Tooltip Great for knowledge too in understanding how it works,but has core issue of its design rests on this cooldown. damage was originally by wrobel increased to account for this 0.75s cooldown. and to boot, healing was never increase to account for this as well. core ability still suffers in that you are giving targets cc immunity without stopping their actions and the niche applications. Other cc abilities are rendered useless if trying to make most of this spell. Hard to use with new toppling charge since you'll waste two slots for a cc immunity granting spell.
Power of the Light: pve change, while decent, only buffs pve templar healers who did not need buffs on core DPS centered abilities. Dmg loss impacts PVE stamplar and PVP stamplar looking to stretch their dmg to counter the fact their have no defense.
Solar Flare: great change on both speed and cast times. but is 37% dmg reduction worth 0.1 seconds and slightly faster shot? Snipe, receiving similar change, has only a 27% reduction on damage. In comparison, Jabs while received evasion nerfs but got buffs to compensate as well; dark flare should be buffed now that wings is 50% dmg reduction for similar reasons. With reflective light/vamp bane losing ability to be used as a spamable for both instant cast+dot for greater Dmg, dark flare feels more like a redundant ability that functions similarly to vamp bane but only useful on gank builds/zerglings and will never see application in pve. Solar barrage is great change however to help fix it mechanically.
Sun Fire: great change for server calcs, but if dark flare isnt buffed, magplar loses partially efficiency in one aspect of it's core identity of "i can do AOE, Melee and range all in one package". Plus ability has issues granting crit buff due to requiring hits instead of cast so it's not functioning according to similar buff spells and thus missed it's chance by the team on their audits.
Restoring Light
Breath of Life: great adjustment for pvp balance. Shame other similar heals in the game don't follow this requirement of positioning and LOS walls (Sorc pet heal for example).
Cleansing Ritual: great change but weird issue with Ritual of retribution. dmg of this spell buffed with highest stat either weapon/stam but is still magic damage so CP scaling will be annoying. Extended ritual is fine as is, though stamplars aren't sitting around for this heal in highly mobile combat.
Practiced Incantation: heal percentage fix didn't really make morph attractive versus rememberance. For a defensive ult, it hasn't been updated according for the highly mobile game design intent, and both morphs haven't really been touched since 2015-2016. Another missed chance to audit to update Templar proactive defense pain point.
All in all, Templar will be bottom barrel compared to mag Sorc buffs, mag dk buffs, stamDK stealing stamplar identity of dot pressure/major mending identity, and necromancer. All other classes can accomplish what they need in less than it takes to setup Templar burst.
Ragnaroek93 wrote: »My experience so far with med armor Nb: I'm squishy, have no pressure and my burst is nerfed. And on top of that I don't have a snare outside of Ambush now in a meta in which everyone will have Major Exp and a snare removal on demand. Medium armor loses it's identity completely and this game will be ruled by magsorcs, heavy armor snb builds and necros.
You "promised" to listen to community feedback and I really hoped that you start trying to finally balance this game. But guess what, I was wrong. Don't come up with some reasoning like long term vision when you're game isn't balanced nor is it "perfectly imbalanced", it's more like people are working on the changes who have no idea about their own game.
Jabbs_Giggity wrote: »Ragnaroek93 wrote: »My experience so far with med armor Nb: I'm squishy, have no pressure and my burst is nerfed. And on top of that I don't have a snare outside of Ambush now in a meta in which everyone will have Major Exp and a snare removal on demand. Medium armor loses it's identity completely and this game will be ruled by magsorcs, heavy armor snb builds and necros.
You "promised" to listen to community feedback and I really hoped that you start trying to finally balance this game. But guess what, I was wrong. Don't come up with some reasoning like long term vision when you're game isn't balanced nor is it "perfectly imbalanced", it's more like people are working on the changes who have no idea about their own game.
Actually, Templars are still the only class without Major or Minor Expedition as well (Now that NB lost theirs on Double Take).
Ragnaroek93 wrote: »My experience so far with med armor Nb: I'm squishy, have no pressure and my burst is nerfed. And on top of that I don't have a snare outside of Ambush now in a meta in which everyone will have Major Exp and a snare removal on demand. Medium armor loses it's identity completely and this game will be ruled by magsorcs, heavy armor snb builds and necros.
You "promised" to listen to community feedback and I really hoped that you start trying to finally balance this game. But guess what, I was wrong. Don't come up with some reasoning like long term vision when you're game isn't balanced nor is it "perfectly imbalanced", it's more like people are working on the changes who have no idea about their own game.