What this means:
1. Supporters may be forced to subclass to provide as many of those buffs as possible.
2. Group compositions will favor the skill lines containing these buffs, as there are now more to be covered.
I find unique group buffs are among the worst features in ESO. The generic buff system allows for flexible constellations. Having these minor buffs tied to specific classes and skill lines is simply adding needless rigidity to group play. Of course it helps groups to reach higher stat totals by coordinating unique buffs. But is anyone genuinely enjoying this? Being locked into sets and skill lines for a few % added performance?
Personally, I find this extremely lame, and I would rather hope to see less of this.
thechalkdust wrote: »Templar main. I don't want to lose my group offensive buff for a defensive buff, either. That sucks.
I'd prefer Minor Force or maybe even Minor Empower, which would mitigate the stealth nerf to Mora's Scribe and other buff-counting effects.
Feels bad eating nerfs as a base game class, while watching DLC classes get refreshed first. They even nerfed the aesthetics and theme of our class, changing the "divine warrior" spear into a Nighthollow Vampire clan motif. Someone on that dev team simply hates Templar.
As someone who only has a Templar, I couldn't disagree more. The group offensive buff is not needed or wanted by groups. Templar needs something that is. This is a positive step forward.
I have used my group DPS buff even as a tank all the time to help with low DPS teammmates. I have never seen anyone wish for armor buff.
Then you've not run harder content, where damage mitigation on the group matters. A 10% weapon damage buff on a low dps group is 10% of low. In a high dps group they source increases elsewhere, not from Templars.
No, I guess I don't do content where I'd want this buff. I'm sure most players don't. Most situations in the game this change is a downgrade. Just because it's unique doesn't make it good.





James-Wayne wrote: »Agreed, massive let down to see armor added while losing a damage buff... Still have to wait 12 months for Templar overhaul 😞
James-Wayne wrote: »Agreed, massive let down to see armor added while losing a damage buff... Still have to wait 12 months for Templar overhaul 😞
A dead DD does 0 damage.
The reason there aren't more? No decent group buffs. A group damage mitigation buff in the same vein as something like Expansive Frost Cloak that Warden's have, that IS a good group buff.
James-Wayne wrote: »Agreed, massive let down to see armor added while losing a damage buff... Still have to wait 12 months for Templar overhaul 😞
A dead DD does 0 damage.
how many DDs are always dead without this Templar Armor buff that has never existed? It's not an issue lol
Dead mobs also do zero damage.
spartaxoxo wrote: »The reason there aren't more? No decent group buffs. A group damage mitigation buff in the same vein as something like Expansive Frost Cloak that Warden's have, that IS a good group buff.
I mean it's a good support buff. I don't think anyone is arguing that Templar tanks can't be shown some love. It just shouldn't come at the expense of damage for a class that is already underperforming in damage.


I'm confused as to why we still have separate stats for spells and weapons in the first place. I can only assume it's some kind of database issue because I can't imagine the code for selecting which stat is larger is any less complicated than simply eradicating one of each paired stat in the first place.
The changes to Sorc in U51 highlight the developers' ignorance of Sorc!
Sorc's Surge meant it needed more Critical attributes than other classes to effectively utilize its class skills. If U51 removed Sorc's passive Critical attribute, Sorc would be forced to use subclasses to acquire Critical attributes from other sources, or to use specific sets to obtain them.
Not to mention, U50's Sorc Class Mastery already forced Sorc to stack maximum resources to gain sufficient bonuses, which many had already argued was unnecessary for Sorc.
4th Place: Maximum Resources, Critical Damage (after reaching the cap), Penetration (after reaching the cap)
3rd Place: Weapon Damage
2nd Place: Critical Damage (before reaching the cap), Penetration (before reaching the cap)
1st Place: Critical
Therefore, Sorc Class Mastery essentially encourages players to stack the least important stat to obtain the third most important stat. So much so that most of the time, Sorc players won't even consider using sets like Grace of the Ancients, Death Dealer's Fete, Crafty Alfiq, etc., to gain the Font of Power bonus. Because Sorc lacks Critical, Critical Damage, and Penetration, these three stats are more important to Sorc than Weapon Damage.
Now the developers are actually taking away the most important attribute (Critical) from Sorc and replacing it with a secondary attribute—Penetration (and even the least important attribute in some situations)? This will not only weaken PvE but also PvP. Even without Cassandra, one could predict the catastrophic consequences of removing Sorc's Critical passive.
I'm confused as to why we still have separate stats for spells and weapons in the first place. I can only assume it's some kind of database issue because I can't imagine the code for selecting which stat is larger is any less complicated than simply eradicating one of each paired stat in the first place.
In part because minor Bru/Sor are still a thing.
spartaxoxo wrote: »The reason there aren't more? No decent group buffs. A group damage mitigation buff in the same vein as something like Expansive Frost Cloak that Warden's have, that IS a good group buff.
I mean it's a good support buff. I don't think anyone is arguing that Templar tanks can't be shown some love. It just shouldn't come at the expense of damage for a class that is already underperforming in damage.
It makes no difference to Templar damage anywhere except solo, and in solo there is no issue with Templar damage. How can this be? Because the Minor Brutality is already being given by others. Minor Sorcery is, as ZOS said, a redundant buff. It adds no value overall.
Me. Solo. Seasoned Difficulty. Farming mobs in a public dungeon.
With Illuminate & Bright Harbinger:
Without Illuminate & Bright Harbinger:
Renato90085 wrote: »if the buffs so good,can give up ozn or alk/co/arc class taunt
basically,for me it's a big buffs in all content
anyway, it's much better than having four classes fighting over two passive skills.
Renato90085 wrote: »if the buffs so good,can give up ozn or alk/co/arc class taunt
basically,for me it's a big buffs in all content
anyway, it's much better than having four classes fighting over two passive skills.
Only a few issues with that viewpoint that needs addressing:
1. The overall class balance and budget took into accound the OLD passives, that is why the classes being discussed lose a LOT of power
2. It's not better because it isn't universally better. It's better if you already have the other buff up. That isn't a buff when it's conditional on the fact that you must already have what's being taken away.
3. Trials aren't the only content that exist and are not the majority of content in the game. The game also has solo arenas, Infinite Archive, 4 man dungeons where this now makes templar unattractive, PvP, etc.
The idea that if it's good for a group, it's good for everyone is a terrible take on the situation because it means that everyone not in a group gets nerfed. Period.
And here's the strange thing, why doesn't ZOS just offer OPTIONS? Even if you agreed with the changes, it makes no sense to remove the option for others that disagree esp. after they wasted time with the masteries that supposedly would give such flexibility in balancing. ZOS claimed that they used dev time for that flexibility, if they don't exercise it, then it really proves that the dev time was wasted.
And we're talking about removing options from classes that haven't been reworked and won't be until some arbitrary time in the future (yeah, imagine that roadmap getting delayed for whatever reason and being stuck after being made inferior further).
And all of this to provide a marginal benefit to a group, in what amounts to a small section of the game's overall content? A buff that isn't needed today and won't be needed tomorrow. Oh, but when it comes, it will cause an increase in DPS in those scenarios and then lead to more nerfing anyway down the line.
This sounds like a great tradeoff and a use of developer time.
I said it in another post, but balancing the game and using damage output as the game's sole content is not a good idea. The game's core loop being doing damage and grinding for it is not a good position either for the game, and it's showing.
Making changes like this are not going to bring people back, it will do the opposite. This change isn't the trump card ZOS thinks it is with reducing "redundancy" it's the joker card that will cause the game to decline further.
Even my brother that hasn't logged into the game is looking at this thread and he said , well what he said can't be repeated, bu t I can summarize it by saying he wasn't a fan of the changes.
Renato90085 wrote: »Renato90085 wrote: »if the buffs so good,can give up ozn or alk/co/arc class taunt
basically,for me it's a big buffs in all content
anyway, it's much better than having four classes fighting over two passive skills.
Only a few issues with that viewpoint that needs addressing:
1. The overall class balance and budget took into accound the OLD passives, that is why the classes being discussed lose a LOT of power
2. It's not better because it isn't universally better. It's better if you already have the other buff up. That isn't a buff when it's conditional on the fact that you must already have what's being taken away.
3. Trials aren't the only content that exist and are not the majority of content in the game. The game also has solo arenas, Infinite Archive, 4 man dungeons where this now makes templar unattractive, PvP, etc.
The idea that if it's good for a group, it's good for everyone is a terrible take on the situation because it means that everyone not in a group gets nerfed. Period.
And here's the strange thing, why doesn't ZOS just offer OPTIONS? Even if you agreed with the changes, it makes no sense to remove the option for others that disagree esp. after they wasted time with the masteries that supposedly would give such flexibility in balancing. ZOS claimed that they used dev time for that flexibility, if they don't exercise it, then it really proves that the dev time was wasted.
And we're talking about removing options from classes that haven't been reworked and won't be until some arbitrary time in the future (yeah, imagine that roadmap getting delayed for whatever reason and being stuck after being made inferior further).
And all of this to provide a marginal benefit to a group, in what amounts to a small section of the game's overall content? A buff that isn't needed today and won't be needed tomorrow. Oh, but when it comes, it will cause an increase in DPS in those scenarios and then lead to more nerfing anyway down the line.
This sounds like a great tradeoff and a use of developer time.
I said it in another post, but balancing the game and using damage output as the game's sole content is not a good idea. The game's core loop being doing damage and grinding for it is not a good position either for the game, and it's showing.
Making changes like this are not going to bring people back, it will do the opposite. This change isn't the trump card ZOS thinks it is with reducing "redundancy" it's the joker card that will cause the game to decline further.
Even my brother that hasn't logged into the game is looking at this thread and he said , well what he said can't be repeated, bu t I can summarize it by saying he wasn't a fan of the changes.
crit chance only in endgame is best/first stats,so it still a buff for solo/IA/4 man dungeon /pvp and overland
if the player really feel worng,just give the power to other skills,like arc skill Writhing Runeblades have a no-name crit chance
thechalkdust wrote: »Someone on that dev team simply hates Templar.