MashmalloMan wrote: »Didn't they lower the threshold multiple times making it super easy to hit now?
I thought the problem with these skills is the payoff doesn't warrant the build up with how they nerfed Jabs and Backlash basically at the same time.
MashmalloMan wrote: »Didn't they lower the threshold multiple times making it super easy to hit now?
I thought the problem with these skills is the payoff doesn't warrant the build up with how they nerfed Jabs and Backlash basically at the same time.
MashmalloMan wrote: »Didn't they lower the threshold multiple times making it super easy to hit now?
I thought the problem with these skills is the payoff doesn't warrant the build up with how they nerfed Jabs and Backlash basically at the same time.
Zodiarkslayer wrote: »Backlash hits like a wet noodle. Most players that use it do not check combat metrics. They use it more out of habit, than calculation.
Turtle_Bot wrote: »MashmalloMan wrote: »Didn't they lower the threshold multiple times making it super easy to hit now?
I thought the problem with these skills is the payoff doesn't warrant the build up with how they nerfed Jabs and Backlash basically at the same time.
I always thought the issue was it was being double dipped by battle spirit. It copies the damage that has already been reduced, then battle spirit reduces the damage it does on top of that (or something to that effect).
Jman100582 wrote: »Turtle_Bot wrote: »MashmalloMan wrote: »Didn't they lower the threshold multiple times making it super easy to hit now?
I thought the problem with these skills is the payoff doesn't warrant the build up with how they nerfed Jabs and Backlash basically at the same time.
I always thought the issue was it was being double dipped by battle spirit. It copies the damage that has already been reduced, then battle spirit reduces the damage it does on top of that (or something to that effect).
Backlash doesn’t work like that anymore. It no longer “copies” damage. It works kind of like this:
Backlash has a base damage. Let’s say, 5,000 damage. When you deal a certain threshold of damage, it INCREASES that 5,000 base damage from backlash by 1%, up to 200%. The numbers aren’t exactly clear, but I think a pve build needs upwards of 60k+ dps to fully get the 200% increase. In pvp, a high damage build will have like 5-7k dps against a player. The threshold to get the increase is far too high for the ability to hit hard against a relatively tanky player. And against people who are squishy, you can just 2 tap them with crescent and beam anyways. The skill has been balanced around dps parsing for pve. That’s the actual issue
I’d really like to see the max damage it can do on the tooltip like how the old one was. Then add some function where it recast itself upon completion if we meet the threshold, which would add the initial damage it does instantly after it blows. The threshold just needs to be obtainable. This way it’s more rewarding and allows us to stay offensive and would add small extra damage to the ability in PVP.; furthermore they should also add the burning status effect to the base morph and that would synergize well with burning light and jabs. Realistically this would add like 2-3k extra damage to POL and burning light would proc a bit more alongside the burning status in pvp.
Templar really just needs some quality of life changes. Like changing the rune duration to 25 seconds and adding some better bonuses to the healing skill tree passives. It’s a well rounded class despite how bad jabs looks now.
It’s wild that I can get it to crit for 40k in pvp gear in PVE, but it only hits 4-7k in a PvP zone against players, but I think that’s because undeath counters it hard. If that wasn’t there it’s actually pretty strong.
Honestly, all they have to do to fix this ability is make it more feasible to reach the 200% damage bonus in PvP. Give us, say, another 10-15% thrown our way like they did 9 months ago, and I think the ability would be fine.
Power desperately needs to be taken out of beam and put back into jabs/sweeps and burning light, though-- which would also help Templar reach the 200% damage bonus more easily. Just revert the ability already, ZOS.
gariondavey wrote: »Why do we have to pump damage into people for our delayed burst to work, but curse, shalks, blastbones are just fire and forget?
Congrats, not only is your delayed damage skill the weakest across all classes, but it also requires so much more than other classes to even make it function.
the1andonlyskwex wrote: »Here's an idea:
Instead of always lasting 6 seconds with the final hit scaling off of damage done, change it so that the final hit is always max size but only goes off after a damage threshold (or long period of time, like 20-30 seconds) is reached.
This would have the following effects:
1) It will be better in PvP because it will always hit for the maximum delayed burst.
2) It will be better for PvE damage because with high enough DPS it can be cast more frequently
3) It will be better for support builds because the heal/breach will last longer before needing to be recast
4) It will have an interesting new mechanic
the1andonlyskwex wrote: »Here's an idea:
Instead of always lasting 6 seconds with the final hit scaling off of damage done, change it so that the final hit is always max size but only goes off after a damage threshold (or long period of time, like 20-30 seconds) is reached.
This would have the following effects:
1) It will be better in PvP because it will always hit for the maximum delayed burst.
2) It will be better for PvE damage because with high enough DPS it can be cast more frequently
3) It will be better for support builds because the heal/breach will last longer before needing to be recast
4) It will have an interesting new mechanic
The Problem is that its not predictable, so not good in pvp to time it
gariondavey wrote: »Why do we have to pump damage into people for our delayed burst to work, but curse, shalks, blastbones are just fire and forget?
Congrats, not only is your delayed damage skill the weakest across all classes, but it also requires so much more than other classes to even make it function.
Honestly, all they have to do to fix this ability is make it more feasible to reach the 200% damage bonus in PvP. Give us, say, another 10-15% thrown our way like they did 9 months ago, and I think the ability would be fine.
Power desperately needs to be taken out of beam and put back into jabs/sweeps and burning light, though-- which would also help Templar reach the 200% damage bonus more easily. Just revert the ability already, ZOS.
10-15% wouldnt do a lot i think, if the threshhold ist 60K damage for 6 secs and you tune it down to 50k you will still never hit it in pvp against someone with 30K armor who mayble blocks 1 or 2 secs of it.
I would love to see a change like:
When you do for example 5K damage with a templar ability while Backlash is active on the enemy, the damage of that templar ability counts twice as much towards the backlash threshhold, so 10K in this example. The problem is, that you have to play templar abilities for that to work and that is maybe a bummer for some builds. And pls buff Jabs back