First of I wanna say, I've seen Crowfall come along way from when it first was in kick-starter and initial testing. I had skeptical thoughts about Crowfall being a great game it had potential for. ACE has done a fantastic turn around from the initial combat testing and is really starting to live up to the game I had hoped it would be. I am posting in this thread again because 85% of what the Templar and the Paladin discipline turns out to be, will decide whether I play this game for years to come or not. I am the kinda of person that doesn't play multi classes, toons, or characters(whatever you wanna call them). I prefer to master one and be the best at it than to play 3 or 4 and just be average at them. I grabbed very well-rounded posts that can help draw out the direction I would like to see the Templar go as I know ACE is getting close to developing it if they haven't already.
I started with this one because IMO I feel like this describes the Paladin promo class the best, and I feel that a Templar is very similar to that of the Paladin itself. Instead of a light heal though giving that healing is light to begin with in a pvp game. I would much rather see protection buffs, and cleanses. For Example, The Paladin's big ability some called (Divine Intervention) which takes all the damage from nearby allies, up to say 35 meters and applied to the Paladin instead for the next 15 secs. I would like to see defensive and support abilities like that instead of healing.
With the images given by Crowfall of the Templar I defiantly see them wielding that 2H Mace or Greatsword(which is more likely) than a Sword and board. I see the Templar as giving off Radiant glow spells rather than some sort of fire as the Confessor already has this. I like that fact that they should be able protect themselves or allies depending on circumstances by stoppng damage or cleansing debuffs.
I'm pretty sure everyone when they think of a Paladin they think hard to kill support character that doesn't do absurd amounts of damage. I would really like to get back to this concept in Crowfall. There is a BIG difference between hard to kill and unkillable(aka Overpowered)though. More often than not, being hard to kill is balanced with the damage output of the character.In a 1v1 scenario if a massive damage dealing character meets another that is hard to kill you think great now I'm dead cause I can't kill him.The reality of it is he doesn't do enough damage to kill you either and after about 5 minutes of brawling you both go your separate ways.
I would like to see the Templar played around the idea of having power at the start like mana more like a rogue where he only has like 6-10 points and spends the points by using certain abilities, and regaining them as the fight goes on. If you build up power like you do with rage it will feel like playing the other Archetypes just with different abilities. I would like to have a different feel to the Templar than the other melee Archetypes.Again with the Templar I think there is nothing wrong with having them walk around with a big 2handed Mace or Sword,do less damage and be more of a support role Archetype. I would introduce some new and different gameplay as well as strategy to this great game.
I have tons more to say but let's start with this as its turning into a TLDR and I don't want that. Let me know what you guys think of these ideas.
Future Templar Player (fingers crossed)