Ah so if they just use ps2 Era animation they can add more stuff. Got it
Animation wise I like the new animation overall but I think they could make the spear slightly smaller and give the 3rd jab more heft.
Damage wise nerfing the damage (and the healing of Puncturing for some reason) alongside nerfing the damage and frequency of Burning Light is pretty overkill.
Honest question as a new player. Does magplar still use jabs on pts? I love my Templar, but jabs is like 90% off why I love it. I don’t know the game well enough to know if it’s still worth running, but I really really hope it is. The destro staff spammable is boring. The animation change I can live with, but I do prefer the old animation.
They reduced the damage of jab, reduced healing, reduced burning light proc chance along with damage. Not to mention horrible animation. I mean do they have something personal against Templar?
The thing is that for some reason, this a skill which should be an alternative spammable, but it also has a mobile DoT morph which is still too good to give up. With Sweeps reduced to nothing and light attacks not scaling with spell power, perma empower is a good thing to have. Also we can't block-cast Flare. For Sweeps it was okay because the inability to mitigate incoming damage was offset by good damage and self-healing. Flare offers neither of these things and its debuff is beyond useless in PvE. And Flare can only apply minor magickasteal while something like Crushing Shock or Ele Weapon applies all 3 elemental effects and their associated debuffs.MovesLikeJaguar wrote: »I believe the consensus right now is no, it uses Dark Flare now. I believe, correct me if I'm wrong.
Billium813 wrote: »gariondavey wrote: »@ZOS_GinaBruno these templar super nerfs are causing you guys to bleed players. Please look at fixing this in week 2 or week 3 notes.
How do you know that? How do you know that players are leaving over Templar changes? Do you have information to provide on subscription numbers pre/post changes?"MovesLikeJaguar wrote: »The spear model is just the Nighthollow Staff motif....
If I put my tin foil hat on, could this be another example of console game size restrictions forcing ZOS to reuse animations and models?
JustAGoodPlayer wrote: »It is RIP to all last parts of balance ))
And any logick
You make 2 strikes with axes - they do 4 hits.
It is as some marketing from some shave ? )))https://m.youtube.com/watch?v=4HQ5mXp37gw
As a templar ... it is not complete bad -1-2 attack is normal but 3-rd hit ... pfff.
So all the skill look really bad.
If players like old animation what was the reason to change it ?
Billium813 wrote: »gariondavey wrote: »@ZOS_GinaBruno these templar super nerfs are causing you guys to bleed players. Please look at fixing this in week 2 or week 3 notes.
How do you know that? How do you know that players are leaving over Templar changes? Do you have information to provide on subscription numbers pre/post changes?"MovesLikeJaguar wrote: »The spear model is just the Nighthollow Staff motif....
If I put my tin foil hat on, could this be another example of console game size restrictions forcing ZOS to reuse animations and models?
UnassumingNoob wrote: »Did all the Templar players quit? I think the new animation looks cool but the damage got roasted… why is there not more outcry from the Templar base?
ZOS, you removed an entire tick of damage from jabs and nerfed the remaining 3 damage ticks by 21%, ontop of a massive nerf to burning light. Templar does no damage now.
If you're going to remove one tick of damage from jabs, you need to BUFF the remaining three ticks to compensate and make up for the lost damage, NOT nerf them.
Please buff jabs and burning light (get rid of the 500ms stack generation cooldown, PLEASE) so that Templar isn't dead in the water and still has class identity, thank you.
That's what it looks like to me too. Templar is hard to balance, although I suppose that goes for eveything. You have to be very aggressive playing it, as (Jabs) damage is it's biggest asset. The downsides are that it's melee, that not all hits may connect, that it can be mitigated by Shuffle, that it can mainly hit the wrong target such as the Engine Guardian, and that you get locked into the animation, e.g. you can't block or dodge cancel it. That last one is a big one. Those are a lot of downsides and the reasons why jabs need to be strong in PvP. If the target is caught in jabs, that needs to be deadly (along with Power of the Light).GetAgrippa wrote: »Jabs are going to be a meme in pvp now. "Oh look at the cute little templar trying to poke me with that little stick. Isn't that adorable."
I petition we start calling jabs "the tickle stick."
ZOS, you removed an entire tick of damage from jabs and nerfed the remaining 3 damage ticks by 21%
ontop of a massive nerf to burning light. Templar does no damage now.
UnassumingNoob wrote: »Did all the Templar players quit? I think the new animation looks cool but the damage got roasted… why is there not more outcry from the Templar base?
ZOS, you removed an entire tick of damage from jabs and nerfed the remaining 3 damage ticks by 21%
I agree. Personally I feel many of the new Templar changes are great (don't slap me yet, keep reading please, lol), but this change feels out out place. The Templar class is one of the easier classes to play and should stay as one. Making weaving mandatory to compensate lost damage, while nerfing it in general, feels out of place. Especially since light attacking between attacks should be bonus damage. But now it's mandatory to compensate lost damage, which isn't good - particularly since it's one less area hit, meaning one less healing attack too.ontop of a massive nerf to burning light. Templar does no damage now.
This is actually a buff though! Any damage can trigger Burning Light now. You can trigger it easier and faster than before. I did once suggest in the Templar feedback thread to decouple Burning Light from Aedric Speer, because that forces us Templars to only use Jabs really. And now you can do a ranged build and still benefit from Burning Light, without suffering damage loss anymore (due to the passive being void for not using Aedric Speer skills).
The change to Radiant Aura, to make it finally useful, is also amazing. Thankfully ZOS did look through the Templar feedback thread and took some suggestions for improvements.
ZOS, you removed an entire tick of damage from jabs and nerfed the remaining 3 damage ticks by 21%
I agree. Personally I feel many of the new Templar changes are great (don't slap me yet, keep reading please, lol), but this change feels out out place. The Templar class is one of the easier classes to play and should stay as one. Making weaving mandatory to compensate lost damage, while nerfing it in general, feels out of place. Especially since light attacking between attacks should be bonus damage. But now it's mandatory to compensate lost damage, which isn't good - particularly since it's one less area hit, meaning one less healing attack too.ontop of a massive nerf to burning light. Templar does no damage now.
This is actually a buff though! Any damage can trigger Burning Light now. You can trigger it easier and faster than before. I did once suggest in the Templar feedback thread to decouple Burning Light from Aedric Speer, because that forces us Templars to only use Jabs really. And now you can do a ranged build and still benefit from Burning Light, without suffering damage loss anymore (due to the passive being void for not using Aedric Speer skills).
The change to Radiant Aura, to make it finally useful, is also amazing. Thankfully ZOS did look through the Templar feedback thread and took some suggestions for improvements.
ZOS, you removed an entire tick of damage from jabs and nerfed the remaining 3 damage ticks by 21%
I agree. Personally I feel many of the new Templar changes are great (don't slap me yet, keep reading please, lol), but this change feels out out place. The Templar class is one of the easier classes to play and should stay as one. Making weaving mandatory to compensate lost damage, while nerfing it in general, feels out of place. Especially since light attacking between attacks should be bonus damage. But now it's mandatory to compensate lost damage, which isn't good - particularly since it's one less area hit, meaning one less healing attack too.ontop of a massive nerf to burning light. Templar does no damage now.
This is actually a buff though! Any damage can trigger Burning Light now. You can trigger it easier and faster than before. I did once suggest in the Templar feedback thread to decouple Burning Light from Aedric Speer, because that forces us Templars to only use Jabs really. And now you can do a ranged build and still benefit from Burning Light, without suffering damage loss anymore (due to the passive being void for not using Aedric Speer skills).
The change to Radiant Aura, to make it finally useful, is also amazing. Thankfully ZOS did look through the Templar feedback thread and took some suggestions for improvements.
Are you sure you read the entire note on Burning Light?
"This passive now triggers after dealing damage with any attack, rather than only Aedric Spear abilities." -Great!
"Increased the cooldown of stack generation to 500ms, up from 1ms." -Uh oh. Once every 2 seconds is now the Max proc
"Reduced the damage of the proc by approximately 33%." - And when it does proc it is only 2/3rds the damage
So before it would proc every second with Jabs guaranteed. Now at best it is half that every 2 seconds. 50% nerf. And the damage is 33% less for a total of 66% nerf.
For example if it hits for 5000 on live after 2 seconds it would be 10000 total damage. On PTS it will hit for (5000*.66=3300) and only once every 2 seconds for 3300. 3300/10000= 66% damage nerf.
It's great they finally decoupled this passive from Aedric Spear, but at such a cost it hardly makes sense. It's just once again a sledgehammer instead of a reasonable amount. If the rate had remained the same (1ms instead of 500ms) but the damage was reduced by 33% you probably wouldn't have seen such a response.