Elvenheart wrote: »Templar house?
It'd be more 'balanced' if it gave weapon and spell damage by 3% each and spell and physical resistance by 1320 each, rather than weapon Damage by 6% and spell resistance by 2640. As it is now it gives stamina more damage and reduces magic damage nothing like ZOS making the Elder Stamina Online tho.
Elvenheart wrote: »Templar house?
Elvenheart wrote: »Templar house?
I believe the interview clip in the opening minute of this video is the source of the phrase:
https://www.youtube.com/watch?v=BrhJe1f9Ylw
Eric Wrobel was the lead combat designer until January of 2019.
ETA: Not my video. It was first posted here: https://forums.elderscrollsonline.com/en/discussion/247913/video-this-is-my-house-a-templar-short-story-starring-eric-wrobel
Elvenheart wrote: »Templar house?
I believe the interview clip in the opening minute of this video is the source of the phrase:
https://www.youtube.com/watch?v=BrhJe1f9Ylw
Eric Wrobel was the lead combat designer until January of 2019.
ETA: Not my video. It was first posted here: https://forums.elderscrollsonline.com/en/discussion/247913/video-this-is-my-house-a-templar-short-story-starring-eric-wrobel
Well we still have our house, but it's made of wet paper towels.
The extra res on rune focus is very difficult to take advantage of in pvp where mobility is so important, and they removed the passive snare from ritual as well.
It's still a good idea to fight inside your extended ritual, both solo and grp play, but that's as far as our house goes these days.
honey_badger82 wrote: »It'd be more 'balanced' if it gave weapon and spell damage by 3% each and spell and physical resistance by 1320 each, rather than weapon Damage by 6% and spell resistance by 2640. As it is now it gives stamina more damage and reduces magic damage nothing like ZOS making the Elder Stamina Online tho.
As a stamplar player.... shush your mouth! lol. But seriously... we dont have enough going for us already so comments like that make ZoS go... "you know what class could use a nerf... I mean balance? Templars, 6% damage boost to stamina is just like waaaaay over the top meta breaking op!"
honey_badger82 wrote: »It'd be more 'balanced' if it gave weapon and spell damage by 3% each and spell and physical resistance by 1320 each, rather than weapon Damage by 6% and spell resistance by 2640. As it is now it gives stamina more damage and reduces magic damage nothing like ZOS making the Elder Stamina Online tho.
As a stamplar player.... shush your mouth! lol. But seriously... we dont have enough going for us already so comments like that make ZoS go... "you know what class could use a nerf... I mean balance? Templars, 6% damage boost to stamina is just like waaaaay over the top meta breaking op!"
Oh I do agree Stamplar needs help its the only Stam class that does tbh. Templar has had a ton of nerfs e.g: BoL only healing 1 extra target, Blazing Spear losing its stun, PoTL/Purfying Light been gutted multiple times, Radiant's damage been nerfed multiple times, Dark Flare being nerfed next patch even tho it rarely gets used, Repentance no longer giving Stam back to allies, Ritual of Ret losing its heal, no more major mending and one of the hardest classes to sustain on in PvE and PvP. I could go on and on about Templar nerfs they are honestly in a very bad spot atm Stam and Mag
honey_badger82 wrote: »It'd be more 'balanced' if it gave weapon and spell damage by 3% each and spell and physical resistance by 1320 each, rather than weapon Damage by 6% and spell resistance by 2640. As it is now it gives stamina more damage and reduces magic damage nothing like ZOS making the Elder Stamina Online tho.
As a stamplar player.... shush your mouth! lol. But seriously... we dont have enough going for us already so comments like that make ZoS go... "you know what class could use a nerf... I mean balance? Templars, 6% damage boost to stamina is just like waaaaay over the top meta breaking op!"
Oh I do agree Stamplar needs help its the only Stam class that does tbh. Templar has had a ton of nerfs e.g: BoL only healing 1 extra target, Blazing Spear losing its stun, PoTL/Purfying Light been gutted multiple times, Radiant's damage been nerfed multiple times, Dark Flare being nerfed next patch even tho it rarely gets used, Repentance no longer giving Stam back to allies, Ritual of Ret losing its heal, no more major mending and one of the hardest classes to sustain on in PvE and PvP. I could go on and on about Templar nerfs they are honestly in a very bad spot atm Stam and Mag
I can agree with most, but not the sustain part.
At least I don't have issues sustaining my magplar on 600 mag recov in heavy armor in pvp.. Or really anywhere.
StarOfElyon wrote: »First, let me say that I appreciate the hard work that game developers put into these games. I appreciate their efforts to make the game better. I have some suggestions for the Templar class to fix what I see as deficiencies and to improve on what is already there. I believe it's worth it's own thread and I want to be sure that someone at ZOS has seen it. Again, these are suggestions, not demands.
SKILLS:
Under Healing Ritual:
Hasty Prayer should be turned into a self-targeted vigor-like heal, meaning it will have a small burst heal with a HoT, and still give minor expedition.
Explosive Charge needs a buff. Maybe have it do BIG AoE damage to make it a worthy alternative to Toppling Charge.
Backlash should scale with spell damage instead of max magicka. For Purifying Light, the AoE HoT should be effective upon cast, not when it ends (which forces the player to remain in that spot to get the heal).
Also - and this is purely a cosmetic thing - I can't stand the green color of Power Of The Light (it should be white or gold to fit better with the Templar theme, in my opinion. Just make it gold and keep the swirling effect that it has to distinguish it.
Empowering Sweep lost the major protection that it used to have so why not have it heal the caster over time for the amount of the damage done. Since the empower buff is redundant on Templars (they get it from Solar Barrage), it's a waste of an ultimate. It can be called the Auroral Sweep or something.
Unstable Core could add a better CC to the Templar kit if it was made into an AoE skill the size of Time Stop or Negate. Rather than placing a dark bubble on an opponent, a large area can be targeted. Opponents in that area experience the same effects as the old Unstable Core everytime they use a direct damage attack against the caster or his/her group. The Templar can target the area around his self and create a "house" that damages attacking opposition. So the new description (with a name change) would read as follows:
Sanctuary (for example)
- Creates a luminous sphere at the target location that harms enemies with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their movement speed by 30% for 4 seconds and deals 273 Magic Damage, their second attack immobilizes them for 3 seconds and deals 548 Magic Damage, and their third attack stuns them for 3 seconds and deals 822 Magic Damage. The effects can activate once every 1 second.
And more Templar shining light/glowing effects! (power fantasy dammit)
PASSIVES:
There are so many that are worthless. I'm leveling my second templar now (a tank) and I'm looking at passives like, "that feels like a waste of a skill point". I never felt that way when leveling a Necro and a DK.
Burning Light is worthless outside of Jabs/Sweeps and Spear Shards. Maybe what we should do is make the Piercing Spear passive the Burning Light passive. And the new Piercing Spear passive should be a penetration bonus to Aedric Spear abilities. For clarity:
The new Burning Light passive should be:
- Increase your Critical Damage by 10%
- Increase your damage done to blocking to target 10%
The new Piercing Spear passive should be:
- Adds (?) penetration to your Aedric Spear abilities.
Illuminate should give both Minor Sorcery and Minor Brutality (to help stamina players or hybrids). So that passive would look like this:
Illuminate:
- Casting a Dawn's Wrath ability grants Minor Brutality to you and Minor Sorcery to you and your group for 20 seconds, increasing your Spell and Weapon Damage by 10%.
(Edited so that Minor Brutality is only given to the caster but Minor Sorcery still applies to the group)
Light Weaver should effect the caster when under 50% health, not just allies. As it is now, the passive does the following: "When you heal an ally under 50% Health with a Restoring Light ability, you grant them 2 Ultimate."
But what if the Templar is solo? What good does this passive do then? None. At the very least, the caster should receive 2 Ultimate as well.
Balanced Warrior should give both weapon damage and spell damage bonuses, as well as bonuses to spell resistance and physical resistance. Why one or the other? As it is, it's fine for stamina Templars but 6% weapon damage does nothing for magicka Templars. So the new passive would look like this:
Balanced Warrior
- Increases your Spell and Weapon Damage by 6%. Increases Spell and Physical Resistance by 2640.
Master Ritualist should give Templars a 10% chance to remove one negative effect when casting a heal on their self or an ally. As it stands, this is another example of Templar passives being more beneficial to the team than the Templar their self. So the new passive would read like this:
Master Ritualist
- When you heal yourself or an ally, you have a 10% chance to remove one negative effect. Increases resurrection speed by 20%. Resurrected allies return with 100% more Health. Gives you a 50% chance to fill an empty Soul Gem after each successful resurrection.
If the calculations are too much, instead of having a 10% chance, every 10th cast of a Restoring Light ability can remove one negative effect.
So that's it for this round of suggestions. I hope someone at ZOS takes them into consideration.
StarOfElyon wrote: »It's time for me to share my suggestions again:StarOfElyon wrote: »First, let me say that I appreciate the hard work that game developers put into these games. I appreciate their efforts to make the game better. I have some suggestions for the Templar class to fix what I see as deficiencies and to improve on what is already there. I believe it's worth it's own thread and I want to be sure that someone at ZOS has seen it. Again, these are suggestions, not demands.
SKILLS:
Under Healing Ritual:
Hasty Prayer should be turned into a self-targeted vigor-like heal, meaning it will have a small burst heal with a HoT, and still give minor expedition.
Explosive Charge needs a buff. Maybe have it do BIG AoE damage to make it a worthy alternative to Toppling Charge.
Backlash should scale with spell damage instead of max magicka. For Purifying Light, the AoE HoT should be effective upon cast, not when it ends (which forces the player to remain in that spot to get the heal).
Also - and this is purely a cosmetic thing - I can't stand the green color of Power Of The Light (it should be white or gold to fit better with the Templar theme, in my opinion. Just make it gold and keep the swirling effect that it has to distinguish it.
Empowering Sweep lost the major protection that it used to have so why not have it heal the caster over time for the amount of the damage done. Since the empower buff is redundant on Templars (they get it from Solar Barrage), it's a waste of an ultimate. It can be called the Auroral Sweep or something.
Unstable Core could add a better CC to the Templar kit if it was made into an AoE skill the size of Time Stop or Negate. Rather than placing a dark bubble on an opponent, a large area can be targeted. Opponents in that area experience the same effects as the old Unstable Core everytime they use a direct damage attack against the caster or his/her group. The Templar can target the area around his self and create a "house" that damages attacking opposition. So the new description (with a name change) would read as follows:
Sanctuary (for example)
- Creates a luminous sphere at the target location that harms enemies with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their movement speed by 30% for 4 seconds and deals 273 Magic Damage, their second attack immobilizes them for 3 seconds and deals 548 Magic Damage, and their third attack stuns them for 3 seconds and deals 822 Magic Damage. The effects can activate once every 1 second.
And more Templar shining light/glowing effects! (power fantasy dammit)
PASSIVES:
There are so many that are worthless. I'm leveling my second templar now (a tank) and I'm looking at passives like, "that feels like a waste of a skill point". I never felt that way when leveling a Necro and a DK.
Burning Light is worthless outside of Jabs/Sweeps and Spear Shards. Maybe what we should do is make the Piercing Spear passive the Burning Light passive. And the new Piercing Spear passive should be a penetration bonus to Aedric Spear abilities. For clarity:
The new Burning Light passive should be:
- Increase your Critical Damage by 10%
- Increase your damage done to blocking to target 10%
The new Piercing Spear passive should be:
- Adds (?) penetration to your Aedric Spear abilities.
Illuminate should give both Minor Sorcery and Minor Brutality (to help stamina players or hybrids). So that passive would look like this:
Illuminate:
- Casting a Dawn's Wrath ability grants Minor Brutality to you and Minor Sorcery to you and your group for 20 seconds, increasing your Spell and Weapon Damage by 10%.
(Edited so that Minor Brutality is only given to the caster but Minor Sorcery still applies to the group)
Light Weaver should effect the caster when under 50% health, not just allies. As it is now, the passive does the following: "When you heal an ally under 50% Health with a Restoring Light ability, you grant them 2 Ultimate."
But what if the Templar is solo? What good does this passive do then? None. At the very least, the caster should receive 2 Ultimate as well.
Balanced Warrior should give both weapon damage and spell damage bonuses, as well as bonuses to spell resistance and physical resistance. Why one or the other? As it is, it's fine for stamina Templars but 6% weapon damage does nothing for magicka Templars. So the new passive would look like this:
Balanced Warrior
- Increases your Spell and Weapon Damage by 6%. Increases Spell and Physical Resistance by 2640.
Master Ritualist should give Templars a 10% chance to remove one negative effect when casting a heal on their self or an ally. As it stands, this is another example of Templar passives being more beneficial to the team than the Templar their self. So the new passive would read like this:
Master Ritualist
- When you heal yourself or an ally, you have a 10% chance to remove one negative effect. Increases resurrection speed by 20%. Resurrected allies return with 100% more Health. Gives you a 50% chance to fill an empty Soul Gem after each successful resurrection.
If the calculations are too much, instead of having a 10% chance, every 10th cast of a Restoring Light ability can remove one negative effect.
So that's it for this round of suggestions. I hope someone at ZOS takes them into consideration.
You'll notice that I'm in agreement for n this.
Speaking of passives, we’re also adjusting all player passives to grant hybrid versions of their stats, so things like Balanced Warrior will give Weapon and Spell Damage plus Armor, rather than Weapon Damage and Spell Resistance.
Tommy_The_Gun wrote: »So does it mean that NB for example will get:
Hemorrhage passive:
https://eso-skillbook.com/skill/hemorrhage
Minor Savagery & Minor Prophecy
JoSePHRiNG wrote: »I wish the same thing happens to DK's Scaled Dragon passive that only gives 3300 Spell Resist
The new one should be like
3300 Spell and 3300 Armor (or just 3300 Armor since spell resist and physical resist are intertwined)
And in addition to that also %5 hp or %7hp extra.
While we're at it: now that Physical damage has been split into Physical and Bleed, can Sorcerer get his passive updated to cover both?
Yeah i dont get this either.
All this hybrid stuff just rubs me wrong way, instead the same classes having different playstyle on mag vs stam, theyre bringing them closer together.
I mean look at stam vs magplar, its getting to the point where you can barely tell the difference between the two.
Food for thought @ZOS_Gilliam