Still crying about that, completely ruined the theme of the class.AcadianPaladin wrote: »One nerf I may have missed above was to stamplars. Ritual of Retribution used to hurt foes and heal allies. Now it only hurts foes.
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And that's what makes us, Magicka Templars, feel somewhat depressed with our class and playstyle choiceExcept my Stamina ones, they seem to be stronger and stronger.
Which is good damage if your opponent is bad enough to not step to the side. The rest of templar kit is quite bad for damage. Or defense. Or mobility. It's just jabs and ER, with a non-descript burst heal that all but magblade have similar.Grianasteri wrote: »Despite the nerfs, these havnt really changed the pvp playstyle for years...
LA, Jabs, LA Jabs, LA, Jabs, LA, Jabs, repeat ad infinitum.
techyeshic wrote: »Which is good damage if your opponent is bad enough to not step to the side. The rest of templar kit is quite bad for damage. Or defense. Or mobility. It's just jabs and ER, with a non-descript burst heal that all but magblade have similar.Grianasteri wrote: »Despite the nerfs, these havnt really changed the pvp playstyle for years...
LA, Jabs, LA Jabs, LA, Jabs, LA, Jabs, repeat ad infinitum.
Grianasteri wrote: »Despite the nerfs, these havnt really changed the pvp playstyle for years...
LA, Jabs, LA Jabs, LA, Jabs, LA, Jabs, repeat ad infinitum.
exeeter702 wrote: »StarOfElyon wrote: »Wardens and Necromancers were added to the game. Then mythics. Templars paid the price to make those more appealing/less broken.
This is very disingenuous. You may not be willing to believe this but zos has always had a vision for each of the 4 initial classes be capable of fulfilling the role of a healer. Necromancers and wardens having a more straight forward healing skill line (even moreso than templars restoring light skill line) was simply a design decision to better communicate to new players how healing works with them, than say a NB having its core healing components made viable via passives and morphs of certain skills accross more than a single skill line.
Templars were the dominant healer for many years purely due to their exclusive procession of the single most critical utility for groups in every aspect of the game - giving stamina to allies - at a time where nothing else in the game could do so outside of far weaker outliers like dsa resto staff and later on sentinel of rkugahmz monster set which was meh back then.
People like to pretend that templar was the intended defacto no questions asked healer of eso because they a "dedicated healing skill line" as well as the above vice grip on a key utility that groups needed. The reality was restoring light contained spells that didnt really define templar healers, many of which were analogous to the resto staff options. No one was using prayer over springs spam and combat prayer, the hot value of cleaning ritual weaker than regen and most of the early trials had no critical mandatory use for the purge. Bol was often not even slotted in groups that had the gist of most encounters early on.
Dks shared the privilege of having an on demand major mending with templars (it was a confirmed fact at the time that major mending was given to DKs as an attempt to help dk healers, but that never worked because of how dk tanks would often overwrite the sheild making a dk healer a liability to a group but that is another story altogether).
The fact was that templars were the defacto healers for tools they had that were not even in the restoring light skill line, tools that belonged to skill lines for which tank and dps builds equally utilized.
Sorcs were given matriarch burst heal, NBs were given the single most strongest single target hot in the game(before it was turned into a massive burst heal), dks were given obsidian shard and cauterize and orbs was turned into an alternate version of shards with universal resource return all before warden and necromancer were ever added to the game.
Most of templars nerfs over the years stemmed from pvp performance (blinding flashes, jesus beam etc) and due to natural game balance collateral nerfs (zos taking the overall positive steps in creating more viability in the healer role for all classes and the later morrowind resource sustain overhaul). Many templars were upset that they lost a key identifying aspect of the class when shards and orbs were unionized, especially around a time when groups were going to be even more thirsty for sustain, it was absolutely a sting. And even then there were absolute advantages to each skill. Shards was much quicker and precise, allowing a templar healer to quickly give stamina to tanks or key group member in need but with the draw back that it was one syngery per shards cast, whereas orbs had a much broader application range in that you could give up the GCDs and get multiple orbs out for numerous group members with the disadvantage of have a much slower travel time.
There is a lot of history but it has nothing to do with necromancers, wardens or mythics.
Joy_Division wrote: »Grianasteri wrote: »Despite the nerfs, these havnt really changed the pvp playstyle for years...
LA, Jabs, LA Jabs, LA, Jabs, LA, Jabs, repeat ad infinitum.
Not true. A long time ago, I had to actually think about which 10 skills I wanted to put on my bar because many of them were good and I used all 10 of them to play a well rounded build that rarely hit one skill more than twice in a row and never more than three.
Today, there are only 5 templar skills worth using (charge, Ritual [barely now, I'd rather have Warden's Netch], Sweeps, Breath of life [again barely, HoTs are where it's at and I'd rather have Polar Wind), and the armor buff [which is more mandatory so you dont get hit with 9K Surprise attacks as opposed to actually being good]). So, once this patch ends, I'm once again going to load up on the proc sets and jab jab jab jab because those nerfs have taken away so many other viable playstyle options.
gariondavey wrote: »techyeshic wrote: »Which is good damage if your opponent is bad enough to not step to the side. The rest of templar kit is quite bad for damage. Or defense. Or mobility. It's just jabs and ER, with a non-descript burst heal that all but magblade have similar.Grianasteri wrote: »Despite the nerfs, these havnt really changed the pvp playstyle for years...
LA, Jabs, LA Jabs, LA, Jabs, LA, Jabs, repeat ad infinitum.
Exactly this
Joy_Division wrote: »
What's interesting is half of what i wrote there is obsolete and no longer relevant because the game has changed so much.
This wasn't written that long ago. Just shows me zos makes too many dramatic changes too quickly