Tbh total damage decrease is even worse given that Backlash' damage even worse now and Ritual of Retribution got massive nerf so doubtly any pvp magplar will want to slot it.
Altogether is enough to push pvp templar back to bottom of food chain once again.
Tbh total damage decrease is even worse given that Backlash' damage even worse now and Ritual of Retribution got massive nerf so doubtly any pvp magplar will want to slot it.
Altogether is enough to push pvp templar back to bottom of food chain once again.
Never slotted ritual of retribution while playing magplar, will sure not slot it even more.
Backlash right now live hits like a wet noddle unless your opponent stands still without any defense while you store damage, never died or was pressured by a backlash, compared to haunting curse, subterranean assault, blastbones its way too weak.
Tbh total damage decrease is even worse given that Backlash' damage even worse now and Ritual of Retribution got massive nerf so doubtly any pvp magplar will want to slot it.
Altogether is enough to push pvp templar back to bottom of food chain once again.
Never slotted ritual of retribution while playing magplar, will sure not slot it even more.
Backlash right now live hits like a wet noddle unless your opponent stands still without any defense while you store damage, never died or was pressured by a backlash, compared to haunting curse, subterranean assault, blastbones its way too weak.
Backlash randomly (? don't know what exactly causes it) deals tons of dmg (10k+) with basically zero counterplay. It is bugged on live and desperately needed fixing.
FlamingBeard wrote: »ZOS being so stingy with Purfiying Light and Power of the Light's damage while Curse does a lot more consistent single-target burst and Blastbone/Scorch do MORE damage than these Templar skills and are AREA skills is extremely concerning in a balance sense.
FlamingBeard wrote: »ZOS being so stingy with Purfiying Light and Power of the Light's damage while Curse does a lot more consistent single-target burst and Blastbone/Scorch do MORE damage than these Templar skills and are AREA skills is extremely concerning in a balance sense.
Backlash had the potential to deal more dmg than all the of those skill, but with the "fix" we can say goodbye to that.
Can a dev chime in on the decision behind burning light change?
As it stands this is a brutal nerf to templar damage output.
Right now on live, you can get up to 2 procs per set of jabs, now this is reduced to 1.
Right now on live you have a 25% chance to proc burning light on javelin, charge, spear ult etc, abilites that dont hit in a rapid succession, on pts you cant, unless its the 4th ability.
This is such a massive damage nerf that its not even funny. I play both templars, as well as sorc, warden nightblade, and i have no issues aganist templars in pvp.
What this change will do, is to encourage mindless jabs spam even more, versus actually using other aedric spear abilities.
@ZOS_GinaBruno can you please ask why this nerf was put in?
WrathOfInnos wrote: »Can a dev chime in on the decision behind burning light change?
As it stands this is a brutal nerf to templar damage output.
Right now on live, you can get up to 2 procs per set of jabs, now this is reduced to 1.
Right now on live you have a 25% chance to proc burning light on javelin, charge, spear ult etc, abilites that dont hit in a rapid succession, on pts you cant, unless its the 4th ability.
This is such a massive damage nerf that its not even funny. I play both templars, as well as sorc, warden nightblade, and i have no issues aganist templars in pvp.
What this change will do, is to encourage mindless jabs spam even more, versus actually using other aedric spear abilities.
@ZOS_GinaBruno can you please ask why this nerf was put in?
I’m confused, is it not giving 1 guaranteed Burning Light proc with each cast of Jabs (which has 4 hits)? Sure you’ll never get 2 Burning Light in 1 Jab cast, but you’ll also never get 0 now (which happened about 1/3 of the time before).
I was just doing some PTS testing on Magplar and Burning Light seemed very reliable, went off every 4 tick of damage as advertised. Personally I like the new version, same number of procs on average, but now there’s no luck involved and you know exactly when the Burning Light will hit.
WrathOfInnos wrote: »Thanks for clarifying. So maybe a good solution would be if there was a longer cooldown before the progress toward 4 ticks was lost. I’m not sure exactly what it is on PTS, but it’s longer than 1s and shorter than 1.6s. What window would be appropriate to allow for breaks in PVP combat so that Burning Light progress could bridge the gaps between Jabs, Charge and Javelins? 3s? 5?
Someone suggested moving the Burning Light proc to the first tick. I think that would be a better solution. It would allow every skill to proc burning light in the tree. I dunno. I just don't know why they are messing with things that don't need changes to begin with. [snip].
WrathOfInnos wrote: »Can a dev chime in on the decision behind burning light change?
As it stands this is a brutal nerf to templar damage output.
Right now on live, you can get up to 2 procs per set of jabs, now this is reduced to 1.
Right now on live you have a 25% chance to proc burning light on javelin, charge, spear ult etc, abilites that dont hit in a rapid succession, on pts you cant, unless its the 4th ability.
This is such a massive damage nerf that its not even funny. I play both templars, as well as sorc, warden nightblade, and i have no issues aganist templars in pvp.
What this change will do, is to encourage mindless jabs spam even more, versus actually using other aedric spear abilities.
@ZOS_GinaBruno can you please ask why this nerf was put in?
I’m confused, is it not giving 1 guaranteed Burning Light proc with each cast of Jabs (which has 4 hits)? Sure you’ll never get 2 Burning Light in 1 Jab cast, but you’ll also never get 0 now (which happened about 1/3 of the time before).
I was just doing some PTS testing on Magplar and Burning Light seemed very reliable, went off every 4 tick of damage as advertised. Personally I like the new version, same number of procs on average, but now there’s no luck involved and you know exactly when the Burning Light will hit.
Synssaturdayy9 wrote: »i also agree zos should take back the nerfs against burning light
it's a terrible idea that they're nerfing it that bad already knowing full well jabs on it's own doesn't have enough damage and against stamblades well it's just unfair zos should've buffed stamplar or left it how it was tbh
It's not a brutal nerf. Yes Burning Light could proc more than once per cast of jabs but keep in mind that Burning Light could also not proc at all on a cast of jabs. In terms of raw damage output whether it's a 25% chance or once every 4 hits doesn't matter - it's the same damage in the grand scheme of things.
The only thing that actually matters for damage output is that Burning Light now requires more skill to use properly as you need to make sure to hit all 4 damage instances of jabs to proc it, meaning that jabs spam will be less mindless now.
I already pointed this out, but making burning light a short duration, non-refreshable, hard hitting dot would keep with the class' identitiy of high pressure, would take away the random proc chance, and would benefit using aedric spear skills regardless of which skills you prefer to use.
This would greatly increase the variety of templar builds actually.
no more passive randomly doubling templarz damage, they will have to aim an stack skills. WOOT.
i'm already soo happy of this change. listening previous templar thought it was rarely procing at each jabs and therefor did not need any fix. now that it's a guaranteed proc if you manage to aim correctly it's crap..
consistency.
it was too good.
Synssaturdayy9 wrote: »i also agree zos should take back the nerfs against burning light
it's a terrible idea that they're nerfing it that bad already knowing full well jabs on it's own doesn't have enough damage and against stamblades well it's just unfair zos should've buffed stamplar or left it how it was tbh
Tbh total damage decrease is even worse given that Backlash' damage even worse now and Ritual of Retribution got massive nerf so doubtly any pvp magplar will want to slot it.
Altogether is enough to push pvp templar back to bottom of food chain once again.
Never slotted ritual of retribution while playing magplar, will sure not slot it even more.
Backlash right now live hits like a wet noddle unless your opponent stands still without any defense while you store damage, never died or was pressured by a backlash, compared to haunting curse, subterranean assault, blastbones its way too weak.
Backlash randomly (? don't know what exactly causes it) deals tons of dmg (10k+) with basically zero counterplay. It is bugged on live and desperately needed fixing.
90% of backlash final hit is dodged or cleansed other 10% hit for 2k because no one in right mind stands still for 6 seconds to get enough damage stored.
Never got hit by more than 4k backlash, most of time around 2k, that's my experience.
I have way more trouble with blastbones damage, free major defile and snare bug, but zos doesn't want to fix p2w class bugs.
Strider__Roshin wrote: »Synssaturdayy9 wrote: »i also agree zos should take back the nerfs against burning light
it's a terrible idea that they're nerfing it that bad already knowing full well jabs on it's own doesn't have enough damage and against stamblades well it's just unfair zos should've buffed stamplar or left it how it was tbh
Everyone just got a 10% damage buff against Nightblades. So your current evaluation on the tankiness of stamblades should be revaluated.
Doesn;'t the ability proc every 4 hit? So if you has like spear and jabs up at the same time wouldn;t you get 1 proc every 4 hits of either jabs or spear? Meaning the damage should equal about the same?
WrathOfInnos wrote: »Thanks for clarifying. So maybe a good solution would be if there was a longer cooldown before the progress toward 4 ticks was lost. I’m not sure exactly what it is on PTS, but it’s longer than 1s and shorter than 1.6s. What window would be appropriate to allow for breaks in PVP combat so that Burning Light progress could bridge the gaps between Jabs, Charge and Javelins? 3s? 5?
Thats not the issue
Right now on live you can hit someone with a javelin and get a burning light proc.
On pts you can no longer do that.
Problem is, when they made this change for the PTS, they literally only looked at Puncturing Strikes as an aedric spear skill and completely ignore the rest. And even for jabs, this is a damage downgrade.
Its very rare not to get at least 1 BL proc per set of jabs, but on live you can get even 2.
I want them to do away with the 4 attack thing alltogether, and make the passive into something that can benefit non-jab spamming templar.
I already pointed this out, but making burning light a short duration, non-refreshable, hard hitting dot would keep with the class' identitiy of high pressure, would take away the random proc chance, and would benefit using aedric spear skills regardless of which skills you prefer to use.
This would greatly increase the variety of templar builds actually.
WrathOfInnos wrote: »WrathOfInnos wrote: »Thanks for clarifying. So maybe a good solution would be if there was a longer cooldown before the progress toward 4 ticks was lost. I’m not sure exactly what it is on PTS, but it’s longer than 1s and shorter than 1.6s. What window would be appropriate to allow for breaks in PVP combat so that Burning Light progress could bridge the gaps between Jabs, Charge and Javelins? 3s? 5?
Thats not the issue
Right now on live you can hit someone with a javelin and get a burning light proc.
On pts you can no longer do that.
Problem is, when they made this change for the PTS, they literally only looked at Puncturing Strikes as an aedric spear skill and completely ignore the rest. And even for jabs, this is a damage downgrade.
Its very rare not to get at least 1 BL proc per set of jabs, but on live you can get even 2.
I want them to do away with the 4 attack thing alltogether, and make the passive into something that can benefit non-jab spamming templar.
I already pointed this out, but making burning light a short duration, non-refreshable, hard hitting dot would keep with the class' identitiy of high pressure, would take away the random proc chance, and would benefit using aedric spear skills regardless of which skills you prefer to use.
This would greatly increase the variety of templar builds actually.
You can still proc burning light with javelin on PTS, it’s just less common because you need to have 3 stacks built up toward a Burning Light already and land the javelin within about a second of the previous damage. I understand that with an opponent CC’ing you and dishing your attacks it’s very easy to miss this 1s window and stacks toward a burning light proc get reset to 0. This is why increasing the window before resetting stacks would help.
For example, say you hit an enemy with 3/4 ticks of jabs but they avoid 1 tick. Your next javelin will be a 100% chance of a Burning Light proc, but only if it lands within about 1s. So all the enemy has to do is roll dodge one javelin and you’re back at 0/4 toward a Burning Light. But if the BL reset timer was 5 seconds you would have 4 more opportunities to land a javelin, charge or any other Aedric Spear ability for that guaranteed Burning Light proc.
VoidCommander wrote: »ALL AEDRIC SPEAR ABILITIES CAN AND WILL PROC BURNING LIGHT.
I tested it, and despite the passive’s horrible wording, it actually works slightly better than before. It doesn’t look at ONE ability doing damage 4 times. It looks at ALL of them.
This means that if you spam javelin 4 times in a row, burning light WILL proc.
In ADDITION to this, cresent sweep WILL proc burning light all by itself, and sweeps WILL proc burning light at least once.
The only issue arrises with blazing spear. It only does damage 11 times, meaning it will get 2 and 3/4th of a proc. This is would be fine if there was a consistently used “single tick” of damage that was caused by another aedric spear ability. There is not. All the other abilities proc their own burning light perfectly, but blazing spear of the live servers has the 2 procs, and three 25% chances for a third. On PTS templars won’t even get that chance. This problem can be resolved if they split up the initial damage of the blazing spear into a beginning blast and an ending blast. That would bring it up to 12 ticks of damage, and the math adds up, without any additional calculations on the server’s part.