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Templar Jab change update 36???

weights44
weights44
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Hello and Good Day to you all. There’s been a ton of feedback of how underperforming the main Templar spam skill is now. I don’t care about the heal being removed from the magic morph. However the nerf to the damage has killed the main identity of the Templar class as a dps. It’s bad enough that most comp groups ONLY use a Templar for a healer. That’s fine I guess. But now the dual wield like rapid strike hits harder than the class spam for templars. The ONLY way to hit 6-7k+ jabs now is by building into all crit chance/crit damage builds. In pvp I agree templars jabs were quite powerful. Instead of giving it a reduction, the devs completely gutted this class ability.

My only question for the devs is this…can there be a moderate adjustment to this class ability? Im not asking for it to be put back to where it was in u34. Im asking to please not leave it where it is currently is on live. I don’t know if a passive can be changed to give jabs a more burst appeal for the class. Or if it can somehow scale with the lower health of an enemy. Of if it can simply receive an increase to the base damage of the skill from where it currently sits.

As an example if I stack 7k spell damage into a class and fight 1 guard in cyro. With caltrops and potl on the target and running two sharpened maces. My base crit chance on PlayStation reads at 28%. In u34 my jabs were hitting the target for 6k on average. Which was only possible with the penetration level I was at with Bal monster set proc’d with the base ult amount to use the sweep ultimate. With the same exact set up from u34 to u35. My jabs with the circumstances being the same now hit the same target for 2500-2700. Rapid strikes hits harder and weapon skills shouldn’t outperform class spams like this. However when mech acuity procs under the same circumstances I’m barely able to hit 5500 on jabs. This is just awful. I’d expect for the jabs to be at least similar with a full acuity proc in u35 as the base jab spams in u34.

The overall damage difference is massive. Again I’m not asking for it to be put back to u34 stats. I’m just asking if you can compare it to other class spams vs how it used to perform and how it is now on live. And hopefully you all can figure out a way to rework the skill line to give it a slight positive damage adjustment.
  • danno8
    danno8
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    If they increased the base damage by 10%, lower the AoE damage by 10% and further lower the healing to 25% of damage done I think it would be in fine shape. Or at least clearly better than Weapon spammable or Shards.

    Excepting the animation and "spear" choice of course....
  • xthrshx
    xthrshx
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    Jabs was fine how it was.
  • weights44
    weights44
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    From my understanding it was a bit powerful as a spam skill especially with crits in u34 and before. I have 4 templars all dps and to be fair mag/Stamplars have never been the highest or the higher tier of dps in pve for years now. They also are only used as healers in the majority of end game guild HM runs. Mainly because other class dps bring better group utility to the table. If jabs are to stay with a “nerf” I’d like to see a class passive more unique to group utility that would allow Templar dps to be included in end game content comparable to other classes.

    And yes I’m hopeful that the devs will look into increasing the nerfed jabs skill damage from u35 and increase it 12-15%.
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Just needs a small damage buff. The change to .8 seconds was absolutely the correct thing to do.

    Bonus points if they could make the spear motif match the motif of your main hand.
  • bruta
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    if they could restore the animation at least...
  • eovogtb16_ESO
    eovogtb16_ESO
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    danno8 wrote: »
    If they increased the base damage by 10%, lower the AoE damage by 10% and further lower the healing to 25% of damage done I think it would be in fine shape. Or at least clearly better than Weapon spammable or Shards.

    Excepting the animation and "spear" choice of course....

    Yeah it def needs a buff, it is weaker than than blazing spear or silver shards. They outperform both versions of sweeps.
    Edited by eovogtb16_ESO on September 16, 2022 7:30PM
  • K9002
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    The problem is that they both removed one hit (25%) and further nerfed it by 21%, exactly like all other skills which were changed from 1s cast time to 0.8s. Dark Flare and Snipe come to my mind. The removal of one hit more than covered their spreadsheet 21% solution. They just need to revert the 21% nerf.
  • Suna_Ye_Sunnabe
    Suna_Ye_Sunnabe
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    bruta wrote: »
    if they could restore the animation at least...

    Indeed. I just want the old animation back.
    Angua Anyammis Ae Sunna
  • kieso
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    Wait... they're removing the heal?
  • kargen27
    kargen27
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    bruta wrote: »
    if they could restore the animation at least...

    Indeed. I just want the old animation back.

    The new animation is leaps and bounds better when doing trials. You can actually see it when the group is stacked.
    and then the parrot said, "must be the water mines green too."
  • dmnqwk
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    The fact that people believe Jabs damage is too low says a lot about how long this problem was left too long. Jabs, currently, is still an insanely strong skill in a class with an insanely powerful execute skill.

    If the rest of the toolkit isn't supporting the build correctly that Jabs needs to be returned to 1 button broken damage levels that's a problem.

    As for the animation, that's a separate issue, but 100% absolutely Jabs does NOT need to be higher single target simply because people want the '1 button Jabs rotation' back. It was broken.
  • Suna_Ye_Sunnabe
    Suna_Ye_Sunnabe
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    kargen27 wrote: »
    bruta wrote: »
    if they could restore the animation at least...

    Indeed. I just want the old animation back.

    The new animation is leaps and bounds better when doing trials. You can actually see it when the group is stacked.

    I disagree. If the only reason I can see an animation in a stack is if I'm waving the reskinned staff motif that is "jabs" now around like a shovel, I don't think that's an improvement. Most experienced players don't need to see every animation they're doing in a stack anyway to know it's being done correctly. It became muscle memory.
    Edited by Suna_Ye_Sunnabe on September 17, 2022 2:34AM
    Angua Anyammis Ae Sunna
  • carlos424
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    dmnqwk wrote: »
    The fact that people believe Jabs damage is too low says a lot about how long this problem was left too long. Jabs, currently, is still an insanely strong skill in a class with an insanely powerful execute skill.

    If the rest of the toolkit isn't supporting the build correctly that Jabs needs to be returned to 1 button broken damage levels that's a problem.

    As for the animation, that's a separate issue, but 100% absolutely Jabs does NOT need to be higher single target simply because people want the '1 button Jabs rotation' back. It was broken.

    Maybe if the templar had a couple of better dots to use the jabs nerf wouldn’t be as big a deal. While the skill, alone, might have been strong, I think “broken” is a bit overstated. And the class, as a whole, even with one of the best executes in the game, was not winning any dps titles. The fact that spear shards currently is a stronger damage skill than jabs, should be an indicator that something is amiss.
    Edited by carlos424 on September 16, 2022 10:34PM
  • kargen27
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    kargen27 wrote: »
    bruta wrote: »
    if they could restore the animation at least...

    Indeed. I just want the old animation back.

    The new animation is leaps and bounds better when doing trials. You can actually see it when the group is stacked.

    I disagree. If the only reason I can see an animation in a stack is if I'm waving the reskinned staff motif that is "jabs" now around like a shovel, I don't think that's an improvement. Most experienced players don't need to see every animation their doing in a stack anyway to know it's being done correctly. It became muscle memory.

    lag is not your friend. Sometimes if you don't see it you don't know it fired. Speaking of muscle memory I think that is why so many reacted overly harsh to the changes (animation aside). The muscle memory made hitting a rotation 2nd nature and now they have to retrain their fingers. I did it hitting a bunch of world bosses.
    Same with the animation in a way. After using it in several world boss fights I really don't even notice it now. I got used to it. Still good to see it firing when stacked. A visual does help with timing in a rotation no matter your skill. Do a parse looking at your screen and one staring at the ceiling. I'm betting one will be better than the other and I'm betting it is the one where you watch the screen.
    and then the parrot said, "must be the water mines green too."
  • TechMaybeHic
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    Jabs damage was not nerfed on top of removing a hit. The hit was removed so it lost 25% from the total but then they actually buffed each poke by a bit. Net loss was like 20% so they just worded the notes weird.

    What you are feeling weaker is burning light got a damage nerf, and with the cool down on stacks you went from possibly procing it once every 1.1 second via 4 jab pokes to only really procing once just under 2 seconds with 2 jabs and a LA weave. Makes for about a 70% nerf on that.

    Right now in PvPs case; you also are procing Maras balm your 2nd and 3rd jab poke and the entirety of any consecutive set of jabs beyond because it refreshed the snare.

    I am assuming the added bite you want is why they are giving POTL a min damage as it's become harder to fill to level of other burst abilities. The animation I imagine; you are SOL if you want a change for a while.



    Edited by TechMaybeHic on September 16, 2022 11:22PM
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