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Hourai

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Posts posted by Hourai

  1. 18 minutes ago, Risc said:

    Hold on a second...I am not comparing Templar with Chieftain.

    Neither was I, it was merely an example after you brought up "i levelled a charmer way easier than i did a templar".

     

    18 minutes ago, Risc said:

    Now there is a difference between buffs and changes. Buffs are changes. But changes need not be buffs. And there is no rule here that states if I make a suggestion it has to have both a buff and a nerf.

    Your first sentence is right, there is indeed no rule about making a suggestion include both buffs and nerfs, it's just that only focusing on changing positively a class isn't gonna do much about overall balancing.

     

    22 minutes ago, Risc said:

    I am not sure what is to gain from nerfing a class such as Templar that is barely okay in the current meta.

    Sigh

     

    22 minutes ago, Risc said:

    Anyway to conclude and possibly end this long chain....since the moderator has proclaimed the final judgement

    Being a moderator has nothing to do with opinions posted on forum, quite literally the person is entitled to their opinion just as much as you are

  2. 1 minute ago, Risc said:

    @Hourai - With all due respect, I have not asked to buff every single skill in Templar. For example, I did not mention any buffs on Mantra of Healing or Onslaught. And whatever I asked was slight increases around Duration, Cd or scaling with physical/magical stats.

    I have not asked for an increase in Damage stats in any of the skills. So I have no idea why you folks think this is a Buff for every skill on Templar.

     

    Asking for an increase in duration/cd is still a buff, and scaling with phys/magic stats is an increase of damage stats theoretically, but with that aside, you're still asking only for positives, at no cost whatsoever, no compromise, and that just puts a bad idea on the suggestions in terms of balance.

     

    3 minutes ago, Risc said:

    Let me share my experience. I have levelled both a Charmer and a Templar to end game without any help from guilds or friends (not that I have any) I have switched to +10 gear only after reaching 28+ But before that all my gear was just +1 to  +5. As part of the mandatory dungeons, I have found it easier to solo bg, T1 and T2 on Charmer. While with Templar...I have lost track of the minions, life scrolls I have burnt to complete the needful. So ultimately, I disagree with your statement "No improvement is "needed" to grind from level 1 to endgame".

     

    Yeah, I also levelled a +0 geared chieftain from 1 to 22 with never grouping up with anyone, managing to do even the hardest (gatekeeper) things alone, but that's not really a valid point in a game that brands itself as an MMORPG. A damage dealer isn't gonna be able to manage to tank some content, a tank isn't gonna be able to manage content in a timely manner and a healer is gonna struggle overall, that's just how it goes. On top of that, comparing two different types of classes is just out of the scope for a valid point, charmers can function as proper healers as well as reliable damage dealers thanks to their forever lasting dogs (if sitting in 1 area longer than 30 seconds, that is) whereas templars are map manipulators with their only way of healing being removal of aggro or stunning which isnt always applicable

  3. 9 hours ago, Risc said:

    The topic of this post is called 'Skill Improvements suggestions'. Not nerf everything you see on Templar.

    If you had gone through my skill suggestions, I did in fact suggest a nerf for Harad's blessings to remove the damage and make it more support and make it something that procs on skills. 

     

    This thread can be summed up as "Buff everything you see on Templar"

     

    9 hours ago, Risc said:

    Now I have to very frank here....I have not requested ground breaking improvements or class overhauls that will make this Templar a new and improved Blade dancer or a Death knight!

     

    Passive 22% damage, passive %block/penetration and %HP, 3 yard punch, lower CD on majority of skills, reworking an entire stat to better suit a single class.... You're basically going the bladedancer route

     

    I know from actually talking with you that you dislike the class because it's nowhere near as good at one thing as other classes (per your words) but this isn't the way to go, mate

     

    9 hours ago, Risc said:

    At endgame having greatness/arena sets/merman gear, crafted gear, Guild buffs, talent system...Yes they ultimately buff not just Templar but any class for that matter. But you forget the fact, that grinding greatness takes time.

     

    That IS the endgame though, grinding greatness and gradually improving what you can to further improve your overall survivability/damage capabilities on any class.

     

    9 hours ago, Risc said:

    And this can be noted the lack of any new posts in Templar following skill rebalances announcement.

     

    Forum is not an appropriate showcase of the ingame population of players

     

    9 hours ago, Risc said:

    Yes, Templar is versatile. But its not that that good if we focus on a specific standard role of tanking, dps or healing.

     

    Ever heard of "Jack of all trades, master of none"? Perfectly applies in this situation. Don't want to be a master of none? Pick one or two and work them to your hearts content. Diversity is a thing after all

     

    9 hours ago, Risc said:

    The point I am trying to conclude with, is some of the improvements are needed atleast from new player or solo players perspective when grinding from Lv 1 to endgame.

     

    No improvement is "needed" to grind from level 1 to endgame, they'd make life somewhat easier for sure but it's not really a necessity so to say

     

    Bottom line, I like some ideas, i've voiced similar ones in my own thread under Templar section too, taking an entirely more simplistic and up-to-norm easy changes to do to improve overall quality of templar gameplay

  4. 13 hours ago, Lustz said:

    Fixing this skill (talent) will give a very powerful shield for classes that can deal a lot of damage like paladins and ranger mages in gvg and war or in underwater territory that allows you to do absurd damage, it takes 15 seconds to deal maximum damage to receive the shield is too long will allow a shield with maybe the same absorption as the paladin by 4 allies, this is not balanced in battles will make pt with 1 warden and 4 mages and the mage already has and gained a very large survival, certain classes will receive a shield very powerful to see the paladin who already has an absurd shield and can do decent damage in the area in 15 seconds he will have a shield that maybe absorbs more damage than the guild sponsorship. The minions are getting this shield too, this is absurd, they will take a lot of damage. @Holmes this is very op and no one has paid attention yet, i suggest reducing the 15 seconds or a% this is very broken. @Hedfuc @snorlax

     

    It's 10%. 10% of the damage they deal. It's practically negligible considering shields have zero defensive stats (aka you hit full damage). Also, 15 seconds to get a 10% of the damage you dealt in shield is enough time to kill anyone trying to get that shield. 

    To put it in an example;

    A mage dealing 50k damage to a crowd of 6 people (since aoe skills are limited in pvp) gets a shield of 5k hp, which is anywhere from 2 to 3 hits to a decent amplified character with ferocity. But before he gets that 5k shield he has to survive 15 seconds.

    If 6 people cant kill a mage in 15 seconds there's bigger issues to consider than the skill itself.

    The skill buff is fine, I would even say it needs a buff to 20% or even 40%, wardens are unused as is in the higher-end meta.

  5. Been a few months of playing and I have some input, I'll try to keep explanations short, if you feel something is ridiculously broken/overpowered/not fitting, give me an alternative, don't just tell me.

     

    Base Skills

     

    Blame;

    It's your basic bread and butter skill, would like if the extra stun duration was in the actual Touch of Truth skill itself instead of this as it makes us bit skill point hungry due to it but it's fine, not priority.  

    Whirlwind of Repentance;

    This is fine if you play physical, complete waste if staff, can make it so it's % of your HIGHEST STAT at the moment to motivate staff templar & make them go melee to use it

    Flow;

    Its cool, sucks a bit with bug position but overall does its job of zoning enemies just fine

    Grace;

    I wanna say its fine since its a ridiculous 22% damage buff, but there's classes that get more buffs in a single skill that gives them higher overall utility (seeker pene/speed, looking at you). Maybe adding a secondary buff to it like extra penetration/cooldown could be toyed around, but overall it's fine, really.

    Combat Support;

    Love the change to count both physical and magical to enhance the shield, great as is

     

    Expert Skills

    Harad's Teachings;

    It's fine as is, would really like if the physical buff would stack up to 1/2/3/4 instead of just 1

    Sucker Punch;

    Superb if you're physical, worthless if you're full magic, make it be % of your highest stat at the moment instead to further promote staff templars

    Mantra of Healing;

    Fine as is, well balanced

    Statue of Deity;

    Worthless in pvp, good in pve, needs a different effect really, maybe make it split all incoming damage instead of just autos

    Touch of Truth;

    Unless your opponent is afk or 24/7 stunned, it's impossible to land it, change it so it's instant and make it single target in return for that, or let the debuff grow below the targeted enemy instead of the templar themselves

    Onslaught;

    Best thing to use if you really want to die asap in arena, would be great if instead of a slow it had a silence or a stun, even 2 seconds long would suffice, as it is now its great to find out invisible enemies, that is if you can charge something near them

    Particle of Life;

    It's cool it works with both phys/magic, but the minion itself is lacking. Druid minions as well as charmer minions get the owners stats of resilience/ferocity, but ours doesn't, making them pretty potato both in dealing damage and tanking any of it in pvp. Pve they're fine

    Branded by the Sun;

    Good for pve, and pvp if your enemies can't click properly after aggro. The healing is unreliable as you cant tell who will heal, but it is what it is, I guess

    Power of the Heaven;

    Completely forgot about this skill, hence the first edit to this post. It costs so much mana to run at 4/4, I've tried so much to make it work I couldn't. I like the idea of HP% buff and either block or penetration but at its current costs it's just ridiculous to even use

     

    All skills: Ridiculously high mana cost, please reduce further. Any tank I have met with heavy merman and full penetration enchants (aka barely any mreg) can spam their entire skillset on me for few cycles, but if I do the same with full mreg enchants and heavy merman on, im down to 0 mana in 5 skills which is ridiculous. There's no counterwork to this other than mreg shield (less ferocity), mana book (extra cost), mana amulet (less resilience) and mana boots (greatness exists, but even then, others can do without these). Let us use our skills, dang it.

     

    Ending line

    Constructive criticism is good, if you simply disagree at least tell me why and how it would be better IN YOUR OPINION, and lest we forget, this is all my opinion based upon experience on maining the class since its release, getting legendary achievements, greatness arena rewards and full +10 pve/pvp gear, so if you find some parts weird or unknown to you, consider the circumstances.

  6. 2 minutes ago, Vinagre said:

    do you know how that GvG works? you have time, points, and one objective.

    yea maybe they should just wait the legion to split around the base...

    If you are unable to comprehend what I am saying via my posts, then its no doubt pointless to have the topic open. Explanations are given and you do nothing other than question them or try to render them unusable, which cannot be.

    I know how Merman trial first phase works, I have participated myself in over 100+ of them, have fought tough battles and have also been the decisive person in some as a templar, to push the crown away from the center of the defense formation, then secure it. 

    The merman video is nothing but a well played defense and a terrible offense. Even without the healing totems, I bet the sentinel side would still have lost due to 0% offensive stats from weakness totem and massive stagger from the surplus of AoEs, so more than half of the Sentinel melees didnt even get a chance to attack.

     

    12 minutes ago, Vinagre said:

    i don't smoke, and appreciate if you keep the respect.

    In due respect I apologise for the snarky comment, it has no place in our forum

  7. 17 minutes ago, Vinagre said:

    do you know how that gvg works? what they should do? 

    Not rush into a disadvantageous battle and try to break it

    17 minutes ago, Vinagre said:

    so why people don't come over and discuss about it? maybe it doesn't affect their game? 

    You're making no sense, why do people not come talk about large amounts of healing/weakness totems being placed in a defensive formation? 

     

    17 minutes ago, Vinagre said:

    do you know how that GvG works? what they should do?

    Not rush into a full stack of legionnaires would be a great start to begin with

     

    17 minutes ago, Vinagre said:

    they had like 5-7, all with full flow, and what happens? resist and after that they are controled. 

    You're right, 5-7 templars ALL resisted flow. 

     

    You contribute nothing to the topic 

  8. 6 minutes ago, Vinagre said:

    agree, dont think a single totem is OP, but stacks of it with full buffs are changing the balance.(ofc to work, you need to add the chief damage, lock, necro and xamas debuffs)

     

    This thread consists of people who are salty that a sentinel guild tried to walk into a legion guild that had a metric ton of buffs, on top of numerous fat stacks of healing/weakness totems, dark circles, infinite stagger from puddle/acid rain/meteor shower/quakes, and failed to kill more than 8. Like a rat walking into a glue trap and wondering why its stuck.

    Then somehow it came to be that its the healing totem alone the issue, but most people on the forum mostly think on the small scale and not the large scale. Any skill when extrapolated in numbers is ridiculous.

     

    1 minute ago, Khrone said:

    Any skill on large scale is OP, inclunding the ones from the Sentinels:

    Pala's Banner and Fetters

    Priest's Redemption 

    Templar's Stuns 

    Mage's AoE Damage

    Templar only has one aoe stun and that is flow, otherwise well said.

     

    2 minutes ago, Vinagre said:

    now please me tell me how should sentinels counter it? 
    The obvious reason why this post is going so hot is because there is no counter for that, and you cant admit. 

    For a start, literally not rushing into a full stack of legionnaires would be a great start to begin with. Secondly, minimum of 2 templars with enough points in flow could have altered the entire outcome of the battle by pushing and spreading everyone away to create chaos and possibly could lead to a win

  9. Yes, it is. Probably the best class to be played hybrid there is, and it was a great stepping stone for the developers to add skills that suit a hybrid class. I am HOPING they make use of this stepping stone to help similar classes that are also included in the dichotomy of physical/magical (paladin, deathknights).

     

    I've personally hoped from the beginning (the preview of the class) till their release that they actually released a class that is better played hybrid than one of the two attack styles and I am more than happy with where it is, albeit I'd love if a specific style only also got some love (looking at staff-only templar).

  10. Long story short, auto-attack reduce effect is not as widely used due to its rare usefulness (Orcinus tanking, anyone?) so im bringing this suggestion in hope of a future where Templars can provide more to their team except ping pong.

     

    My proposal:

     

    When the Templar puts their Deity Statue in a location, in a radius of 3 yards from the center of it, it constantly applies a defensive barrier/shield/protection buff that mitigates 10-20-30-40% incoming damage OR applies a shield that is 100-150-200-250% of the SUM of your physical and magical attack, for as long as the statue is on the field. As soon as the duration ends, all positive buffs are gone. For the duration the statue is on the field, it is invulnerable to damage.

    Duration: 6-7-8-9 seconds

    Allies affected: 2-3-4-5

    Cooldown: 30 or 35 seconds

     

    With this im looking to bridge the lack of the Sentinels to provide mass protection to their allies on the defensive side, as well as give Templars one better alternative skill to use for their arena/gvg endeavors

     

    Constructive criticism will be appreciated

  11. 1 minute ago, Khrone said:

    You have a better magical damage though

     

    + MDMG = + Healing

     

    But let's not talk about other classes.

    You're right but you can't really heal when versus 30 people, no matter the class, so the extra magic is practically non existent. Either way, not the time not the topic.

  12. 2 minutes ago, Higgings said:

     

    Paladin under specific circumstances 

    With how distortion turned and how fragile you are wielding a 2h, it's eh, still. Merman set with full resilience and shield/mace enchanted with magic, maybe, but even then you're praying to tank with blocks and parries.

     

    2 minutes ago, rafa9876 said:

    Not possible anymore actually, unless its 30 weak players

    Took it out of my fingers

  13. 10 hours ago, Rhaast said:

    I believe that in a massive fight the damage to unique Templar targets, which are largely physical are of little relevance, so having more healing in a gvg would be much more effective, the only negative point would be not having damage from the tornado. anyway the cure and not having to expose yourself in the midst of enemies would be a great help for the templar to live longer and help with healings and stuns.

     

    In a massive fight the staff templar will not be close to anything to get any stuns aside flow, thus rendering its usefulness far lower than you think, both on the damage and the support part. In my opinion it's a class to be played frontline and hybrid, and become the deciding factor of the battlefield, not someone who sit's behind and heals

  14. 2 hours ago, Rhaast said:

    I wanted to see how a staff templar with a focus on healing comes out, after all it has two very good healing skills, which could do a lot different in a gvg, but to date I haven't seen any templars focused on us.  much of the support potential of the class wasted only because people think damage is better.

     

    I played a staff templar for a majority of time, with absolute bis gear +10 charmed, and the support potential of the class is still bad. Sure, 4/4 passive heals my team for 933 per stun and I lose the damage from whirlwind, punch, charge and minion's first hit.

    Staff templar group support was killed as soon as they made the shield 275% of magic & physical, and hybrid support works better both on offense and defence. Each of my stuns heal 513 on my hybrid pvp setup and i still can help my partners to a respectable degree.

  15. 55 minutes ago, Neverdeath said:
    
    The Second Touch of Truth Skill Option would also be better than it currently is, but it would have to have a range of 5-6 meters.
    

    Yeah, 5 yards seems like it'd be a good compromise.

     

    16 minutes ago, Lenda do Warspear said:

    The Templar currently basically serves only to flow and disperse enemies

    This is much more useful in combat than some people make it out to be. You can split a team with some solid placement of skills, and that's priceless for a class to be able to break a team like that

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