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RIP Jabs (Please don't change jabs 7/29)

  • ksbrugh
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    Stx wrote: »
    They removed 25% of the damage of jabs by removing one of the hits, then they nerfed the damage again... and gave us this terrible animation.

    If I'm still playing the game when this atrocious patch goes live, I certainly won't be using jabs.

    And reduce the healing from the magic jabs. Plus not only is the healing nerfed it's also based on the damage you do which is a double Nerf.
  • K9002
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    Firstmep wrote: »
    1ms cd on stack generation, while any instance of dmg can prov it would be beyond broken.
    You would just stack up on dots and get insane amount of procs.
    500 ms is fine, I'd rather see the revert the 33% nerf.
    2 seconds is still great, considering you will still stack it faster than before when you had downtime on jabs.
    Rn on live you really only have blazing spear giving you a stack each second when you are not jabbing, on pts you will get stacks every 500 ms even with just a few dots and la weaving.
    The answer to it wasn't a 500ms cooldown between individual stacks. The answer was giving BL a 1 second cooldown on the actual damage proc while keeping 1ms cooldown between stacks. This way we could build stacks using a combination of other spammables and DoT ticks and still achieve a guaranteed BL proc every GDC. 500ms is so mindblowingly stupid because even the Jesus Beam can't accumulate stacks on every tick of its channel. Channeled skills don't fit into the 500ms cadence at all.
  • danno8
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    Firstmep wrote: »
    danno8 wrote: »
    Fabi95 wrote: »
    Nevidyra wrote: »
    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.
    Nevidyra wrote: »
    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.

    1ms cd on stack generation, while any instance of dmg can prov it would be beyond broken.
    You would just stack up on dots and get insane amount of procs.
    500 ms is fine, I'd rather see the revert the 33% nerf.
    2 seconds is still great, considering you will still stack it faster than before when you had downtime on jabs.
    Rn on live you really only have blazing spear giving you a stack each second when you are not jabbing, on pts you will get stacks every 500 ms even with just a few dots and la weaving.

    PTS is down so I can't test, but I do wonder how the "4 hits in rapid succession" requirement for BL to proc works with DoT's that tick every 2 seconds. What was the exact requirement there?
  • JustAGoodPlayer
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    First 2 hits looks OK, but last one with this ... strange action ... .

    Jabs was good skill templars had. I do not see reason to nerf it.

    And I am DK, so i always see it as enemy ability.

    But i really see no reason for nerfing. It really was a good skill. New animation is ... 50/50 - old one was good.
  • Firstmep
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    danno8 wrote: »
    Firstmep wrote: »
    danno8 wrote: »
    Fabi95 wrote: »
    Nevidyra wrote: »
    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.
    Nevidyra wrote: »
    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.

    1ms cd on stack generation, while any instance of dmg can prov it would be beyond broken.
    You would just stack up on dots and get insane amount of procs.
    500 ms is fine, I'd rather see the revert the 33% nerf.
    2 seconds is still great, considering you will still stack it faster than before when you had downtime on jabs.
    Rn on live you really only have blazing spear giving you a stack each second when you are not jabbing, on pts you will get stacks every 500 ms even with just a few dots and la weaving.

    PTS is down so I can't test, but I do wonder how the "4 hits in rapid succession" requirement for BL to proc works with DoT's that tick every 2 seconds. What was the exact requirement there?

    It got changed, also the rapid succession window was extended a long while ago.
    Also it's all damage now, not just dots, so you have to factor in light attacks, enchants and the like.
    And if you apply multiple dots, they don't all tick at the same time, but on a 2 sec timer for each tick from applying, so you can easily have some kind of dmg ticking every 500 ms.
    As for the other guy saying just put a cd the actual dmg proc, the patch notes specifically say they put the 500 ms stack cd to avoid extreme server messaging.
    I suspect it's better for performance if the game only has to add a stack every 500 ms, versus having stacks added constantly but only exploding every second or so.
  • Personofsecrets
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    Oh no, not jabs.
  • Susinok1
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    I main a MagPlar healer and a StamPlar DPS, mid level 75-80K DPS, still working on vet DLC hardmode clears.

    I am sick about the upcoming changes, and barely want to log on in the evening. I've been here daily for 2 years, and I think I'm pretty close to done.

    Keeping an eye on the patch notes to see if anything good comes out of it. Haven't unsubscribed yet from ESO+, but it's on my mind.
  • Veesk
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    The new animation is so weird and clunky, using just a random staff motif style you can use in game too. And all of this coupled with a huge nerf and gutting of a core Templar identity ability. The loss of dps, healing, and the removed 4th jab really hurts on the pts. Weirdly enough they say they made the change to make weaving easier and the nerf is for potential weaving damage while the whole update is trying to nerf weaving damage, make weaving less impactful... none of that makes sense.

    And there is accessibility loss... how is gutting Jabs supposed to help new and low end players? Taking away so much damage and healing from jabs is going to hurt the low end and new players the most, it's not raising the floor any. Just lowering it further.
  • merpins
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    First 2 hits looks OK, but last one with this ... strange action ...

    I'm an animator, that's my job. I mainly animate for television and movies, but have done some work on games. I can tell you right now, the old animation was better. Exaggeration, anticipation, follow through, arcs, slow in and slow out... It used the principles of animation in a much better way than the new animation. See, the principles exist because without them, animation looks bad. A cartoon doesn't look like reality if you rotoscope exactly, it looks more alive if you exaggerate movements, squash and stretch beyond what a normal human can, etc.

    Watch the new animation closely. The first to attacks are exactly the same with no variation in timing. There's no slow in or slow out, anticipation, squash or stretch, or exaggeration. It's just a straight forward animation, frame by frame. It feels stiff, like a robot is moving. The last jab is also slow. It pulls back at the same speed that it stabs, which does not look like a stab.

    Here's how I'd fix the animation; for one, there would be variation in the first two strikes, which wouldn't be perfect stabs but have little arcs that the tip of the spear moves in to make it look alive and like an actual warrior is wielding the spear. The arms wouldn't move in perfect repetition. There would be a slight pause at the end of the pull back animation for the first two strikes, and the stab itself would launch forward faster. The body would also move back with the pull back, and arch forward when attacking. Not as much as the final attack, but the body would move a bit unlike the current animation. The second stab would not pull back as far as the first. They're two quick jabs, and pulling back that far both makes the timing of the animation slower, but also makes it look weird. The final attack would pull back similar to how it does, but the launch forward would be faster, and the spear would reach further. It would go in a straight line this time to contrast the arcs from the first two hits, as the arms themselves would be moving in arcs. The character would let go of the spear with their left hand towards the end of the animation to allow them to lunge forward even more than before, which would also give it a better explosive feeling.

    That's how I'd fix it. Right now, it needs a complete rework, but the animation I outlined would take an experienced animator maybe a day or two of work to do.

    Edited by merpins on July 18, 2022 7:23PM
  • renne
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    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?

    If the damage on jabs got nerfed, good. It was carrying too many players and was really contributing to Templar becoming a brain dead class. I say this as a Templar from the start and I still love that character like it's my firstborn. But maybe now Templar players will have to be more reliant on other skills.

    So nerfing it to the point there's no reason to use it because there are other skills as spammables that are better is good?

    No. This is not good.
  • merpins
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    renne 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?

    If the damage on jabs got nerfed, good. It was carrying too many players and was really contributing to Templar becoming a brain dead class. I say this as a Templar from the start and I still love that character like it's my firstborn. But maybe now Templar players will have to be more reliant on other skills.

    So nerfing it to the point there's no reason to use it because there are other skills as spammables that are better is good?

    No. This is not good.

    Imo, I'd be fine with a big nerf if they didn't touch the skill animation or number of hits. It'll get buffed again eventually, but the new animation is terrible as I explained above. I don't personally want a nerf. But the animation is something I cannot forgive changing into... Garbage.
  • darkstar2084
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    They terk err jabbss!!!!
    I don't care about the nerfs, but This is soul crushing.
    cancelled my sub, not coming back. F & Rest in Pepperoni!

    [url="http://"]https://youtube.com/watch?v=EqfgBQk3rVE[/url]
    Edited by darkstar2084 on July 19, 2022 11:51AM
  • Tanis-Stormbinder
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    The Burning Light cool down is to high, being it down to 250ms. Reduction of the overall damage of primary attack should be approximately 15%. Love the 800ms channel but revert the animation.
  • StarOfElyon
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    renne 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?

    If the damage on jabs got nerfed, good. It was carrying too many players and was really contributing to Templar becoming a brain dead class. I say this as a Templar from the start and I still love that character like it's my firstborn. But maybe now Templar players will have to be more reliant on other skills.

    So nerfing it to the point there's no reason to use it because there are other skills as spammables that are better is good?

    No. This is not good.
    renne 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?

    If the damage on jabs got nerfed, good. It was carrying too many players and was really contributing to Templar becoming a brain dead class. I say this as a Templar from the start and I still love that character like it's my firstborn. But maybe now Templar players will have to be more reliant on other skills.

    So nerfing it to the point there's no reason to use it because there are other skills as spammables that are better is good?

    No. This is not good.

    Not other spammables. What I'm saying is that it's no longer going to be enough to slot purifying light/power of the light and sweeps/jabs. You're going to have to mix some other attacks in there to get kills. Like, maybe use a DoT. You know, like Templars used to. It became too easy to just jab someone to death. Now Templar players will have to think more about stacking damage.
  • fizl101
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    renne 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?

    If the damage on jabs got nerfed, good. It was carrying too many players and was really contributing to Templar becoming a brain dead class. I say this as a Templar from the start and I still love that character like it's my firstborn. But maybe now Templar players will have to be more reliant on other skills.

    So nerfing it to the point there's no reason to use it because there are other skills as spammables that are better is good?

    No. This is not good.
    renne 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?

    If the damage on jabs got nerfed, good. It was carrying too many players and was really contributing to Templar becoming a brain dead class. I say this as a Templar from the start and I still love that character like it's my firstborn. But maybe now Templar players will have to be more reliant on other skills.

    So nerfing it to the point there's no reason to use it because there are other skills as spammables that are better is good?

    No. This is not good.

    Not other spammables. What I'm saying is that it's no longer going to be enough to slot purifying light/power of the light and sweeps/jabs. You're going to have to mix some other attacks in there to get kills. Like, maybe use a DoT. You know, like Templars used to. It became too easy to just jab someone to death. Now Templar players will have to think more about stacking damage.

    It isnt good enough on live either to just run those two skills, i run 5 dots and a spammable on my stamplar. Nerfing their iconic skill would you really know you were fighting a templar if they end up runming flurry instead? Maybe if they throw a shard
    Soupy twist
  • virtus753
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    fizl101 wrote: »
    renne 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?

    If the damage on jabs got nerfed, good. It was carrying too many players and was really contributing to Templar becoming a brain dead class. I say this as a Templar from the start and I still love that character like it's my firstborn. But maybe now Templar players will have to be more reliant on other skills.

    So nerfing it to the point there's no reason to use it because there are other skills as spammables that are better is good?

    No. This is not good.
    renne 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?

    If the damage on jabs got nerfed, good. It was carrying too many players and was really contributing to Templar becoming a brain dead class. I say this as a Templar from the start and I still love that character like it's my firstborn. But maybe now Templar players will have to be more reliant on other skills.

    So nerfing it to the point there's no reason to use it because there are other skills as spammables that are better is good?

    No. This is not good.

    Not other spammables. What I'm saying is that it's no longer going to be enough to slot purifying light/power of the light and sweeps/jabs. You're going to have to mix some other attacks in there to get kills. Like, maybe use a DoT. You know, like Templars used to. It became too easy to just jab someone to death. Now Templar players will have to think more about stacking damage.

    It isnt good enough on live either to just run those two skills, i run 5 dots and a spammable on my stamplar. Nerfing their iconic skill would you really know you were fighting a templar if they end up runming flurry instead? Maybe if they throw a shard

    One of the big reasons that stamplars started running Shards after the hybridization patch is that it helped proc Burning Light more often than Jabs alone. No point in doing it for that reason anymore.
  • Rhaegar75
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    nothing new to add: the nerf to jabs is completely unnecessary and feels excessively punitive!
  • renne
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    renne 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?

    If the damage on jabs got nerfed, good. It was carrying too many players and was really contributing to Templar becoming a brain dead class. I say this as a Templar from the start and I still love that character like it's my firstborn. But maybe now Templar players will have to be more reliant on other skills.

    So nerfing it to the point there's no reason to use it because there are other skills as spammables that are better is good?

    No. This is not good.
    renne 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?

    If the damage on jabs got nerfed, good. It was carrying too many players and was really contributing to Templar becoming a brain dead class. I say this as a Templar from the start and I still love that character like it's my firstborn. But maybe now Templar players will have to be more reliant on other skills.

    So nerfing it to the point there's no reason to use it because there are other skills as spammables that are better is good?

    No. This is not good.

    Not other spammables. What I'm saying is that it's no longer going to be enough to slot purifying light/power of the light and sweeps/jabs. You're going to have to mix some other attacks in there to get kills. Like, maybe use a DoT. You know, like Templars used to. It became too easy to just jab someone to death. Now Templar players will have to think more about stacking damage.

    I'm not sure what content you're playing if that's just what you're doing or seeing, but the rest of us use more skills than that in content.
  • merpins
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    Jabs is still dead and I'm still upset.
  • shadyjane62
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    Jabs is still dead and I'm still upset.

    I feel your pain. I'm upset too, but have done a number of things to soften the blow.


    Like I'm already in another game.
  • merpins
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    Jabs is still dead and I'm still upset.

    I feel your pain. I'm upset too, but have done a number of things to soften the blow.


    Like I'm already in another game.

    Right? Hopefully they do something.
  • Drammanoth
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    Ah, mine will be an unpopular opinion, but... new animations seem okay to me. It looks like a gleaming pike - more physical than the present animation, made of light.

    As for Rapid Strikes - another change, I know - consider the following: can you imagine IMPALING anyone with a mace or axe? Jab jab jab - bah, I've never been a fan of those. Now, however, this animation can suit all dual wielding weapons.
  • merpins
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    Drammanoth wrote: »
    Ah, mine will be an unpopular opinion, but... new animations seem okay to me. It looks like a gleaming pike - more physical than the present animation, made of light.

    As for Rapid Strikes - another change, I know - consider the following: can you imagine IMPALING anyone with a mace or axe? Jab jab jab - bah, I've never been a fan of those. Now, however, this animation can suit all dual wielding weapons.

    I agree with dual wielding, though I wish it had its own unique animation.

    But here's the thing about animation; someone that doesn't know much about animation might not know what's good or bad unless they see it side-by-side, and even then it might not click. It's like those videos of people upping the frame rate of old disney movies to 60 fps from their native 24; it causes a ton of really terrible timing problems and ruins the artistic intent of those movies, and generally, the scene chosen for this kind of interpolation are ones where it doesn't look terrible to hide those flaws in that kind of software. But people still claim to like interpolated animation.

    In this instance, the animation looks really rushed. The first two jabs are the exact same jab with no body movement at all, and the final jab pulls back at the same speed that it stabs only to then stab sideways in an awkward motion that becomes further more awkward if you light attack weave. So as an animator, someone that loves animation to death which is why I'm in the industry, I can say that the second jab is a copy paste animation of the first, and all of the animation was done without many of the principles of animation in mind which is bad.

    The idea of it being a gleaming pike is fine. That's the only good part though, as even the execution is bad because they just took the Nighthollow staff motif and used it for the spear for the new jabs animation! Also, the placement of the spear in your hands is super close to the tip of the spear which would never be done with a spear or pike, so really the original animation is a better gleaming pike than the new one. All-in-all, i think the new animation was made in a very cost effective way by reusing assets, repeating animation, and using very little in the way of VFX (it's just an opaque texture tinted gold with a couple light nodes). They cut corners, and that's what I'm mad about. I don't mind new animations, but when it's done poorly, I will get mad about it.
  • Thal
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    I've been playing Templar since Xbox launch and to be completely honest, I haven't had the will to even login for the past week+ after having seen the upcoming changes.

    Will definitely be deactivating ESO+ and continuing not to play if jabs goes live like this, which is a hard thing to say considering all the time and friendships built over the years.

    Honestly, I don't care what the top 1% of the top 1% can accomplish in raids on PC. Xbox vs PC should effectively be treated like entirely different games to begin with. I'd go so far as saying that things like Kinra's with stacking effects should have an extra second added for the glitchiness of barswapping on console. That would be a quality of life enhancement to raise the floor for players without touching the top end.

    The game right now is FUN, and that's the point of a game. Constantly going back to the drawing board every 3mo with widespread updates is the opposite.

  • shadyjane62
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    merpins wrote: »
    Jabs is still dead and I'm still upset.

    Jabs is dead and I'm a lot more than upset. I'm liquidating accounts and getting ready to delete more Templars.
  • Ariordin
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    I'm more a casual player with like 20% more difficult content/Pvp I play the game for the look and feel more often then to be badass, but i've put a lot of time into building characters... and if the new animation goes live, i won't be using Jabs any more. (even in casual play the nerf was BAD!)

    The Aedric Spear animations were my favorite in the game, and the new animation is so relentlessly ugly compared to the previously one. The class line shared animations cross skill and it was fun. like having a 3rd weapon... now the new animation looks like it was for a necromancer.

    Jabs is dead for many reasons, but one of them is the hackjob to the animation.
  • merpins
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    Ariordin wrote: »
    I'm more a casual player with like 20% more difficult content/Pvp I play the game for the look and feel more often then to be badass, but i've put a lot of time into building characters... and if the new animation goes live, i won't be using Jabs any more. (even in casual play the nerf was BAD!)

    The Aedric Spear animations were my favorite in the game, and the new animation is so relentlessly ugly compared to the previously one. The class line shared animations cross skill and it was fun. like having a 3rd weapon... now the new animation looks like it was for a necromancer.

    Jabs is dead for many reasons, but one of them is the hackjob to the animation.

    100% agree.
  • Ardriel
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    Why the mutilation of the most popular beginner class should make the game more accessible to new or inexperienced players is beyond me. The Templar was easy to play. Thanks to Jabs you didn't have to rely so much on perfect weaving. For many players who are not so good at the technique or are disabled, a way to keep up with vet content.
    Sure, it is a little bit too easy to do high dps at the moment. That's why a nerf is probably appropriate. But certainly not to this extent. It's just completely disproportionate. Less skilled players will have a much harder time doing good damage. Perfect weaving will be 100% more important than before. So the exact opposite of what’s intended is being achieved. I don't understand this. Why? What is the point? :/
  • merpins
    merpins
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    Ardriel wrote: »
    Why the mutilation of the most popular beginner class should make the game more accessible to new or inexperienced players is beyond me. The Templar was easy to play. Thanks to Jabs you didn't have to rely so much on perfect weaving. For many players who are not so good at the technique or are disabled, a way to keep up with vet content.
    Sure, it is a little bit too easy to do high dps at the moment. That's why a nerf is probably appropriate. But certainly not to this extent. It's just completely disproportionate. Less skilled players will have a much harder time doing good damage. Perfect weaving will be 100% more important than before. So the exact opposite of what’s intended is being achieved. I don't understand this. Why? What is the point? :/

    I don't know. I'm also not sure why it was necessary to rework it so much;
    People want the skill to be .8 seconds. Well then we'd need to nerf it! How do we nerf it? We'll reduce the number of hits. Well the animation is four hits. So make a new animation!
    I'm not sure why this was the train of thought. They could have done less work by speeding up the animation and reducing the damage, but decided to make a half-assed new animation instead. It's baffling, honestly.
  • K9002
    K9002
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    I don't know how the new .8s channel time is supposed to help my weaving. When I started playing the game at the end of 2019 I could weave both Jabs and original 1s Snipe just fine. Post U33 I struggle to weave even insta-cast skills. The difference is that my ping used to be around 155ms back then and now it never goes under 200, usually it's around 220 and randomly spiking up to 600. I still live in the same place and have the same ISP. No such problems in other games, even on overseas servers. This isn't just me either, I saw people in Eastern States reporting that their latency bumped from around 40ms to 100ms. I have a feeling that the dev team is balancing this stuff around their internal test server which has virtually no lag.
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