Alright, then. So the changes to blade charging were implemented, and it seems obvious to me, from my perspective as someone who plays Templar on a regular basis, that perhaps the changes weren't exactly well thought out. Lets go over some numbers and some facts.
I tested on
@Jourik using Crescent in Bladefire.
@Jourik had 15% magic audit. Crescent does magic damage.
Each Doubleswing with my large blade gives 48 blade charge. Below are the various points of blade charge and how much damage magic damage Crescent does on a target with 15% magic audit.
1st sample hit - 48 blade charge = 0 damage(It wont let you use it at 48 blade charge)
2nd sample hit - 72 blade charge = 348 damage(Some blade charge wore off before I typed in crescent)
3rd sample hit - 91 blade charge = 449 damage
4th sample hit - 134 blade charge = 1196 damage
5th sample hit - 124 blade charge = 563 damage(Some blade charge wore off before I typed crescent in again)
So as you can see, the sweet spot to do 'good damage in a group setting' is 130 or more blade charge, by my estimation. That means you have to hit your target 3 times, and then use Crescent on your FOURTH HIT to do 'good damage in a group setting'.
Fact: I am never hitting someone 4 times in a group setting
Fact: This is on someone with 15% audit, when I personally as an average endgame joe have 51% from various buffs
Fact: I have heard things are supposed to be balanced around single combat
Fact: This change was implemented because people were complaining about blade charge in a group setting
Fact: This makes the Overdriving talent in Battlefury's Mastery skill absolutely useless as you can't use Blade charge in PVE, and nobody uses large blades in 1v1 combat because they aren't viable. One would then imagine that Overdriving is meant to be able to reach higher charges to use more impactful releases(you can't do this now)
I get that some people get angry when you delete them with damage at a lesser, but does anyone really believe that this is the right solution? Just completely removing the ability to use blade releases in a group setting either at all or with any reasonable efficacy? This is in addition to the fact that Keroc has said that the class should have more skills anyways. Is that the solution? Does the class need a slight redesign? Or are we going to continue to submit classleads and implement them based on group pvp complaints when we were supposed to be balancing around single combat in the past?
Honestly, at this point, I think some skills need to be thought up and added to Templar if this is the route that we're going to take. It is in no way reasonable to completely make an entire giant percentage of a skillset that is ALREADY SMALL unusable in a facet of the game that is daily and constant(lessers and majors). By unusuable, I mean literally, unusuable. I can't use blade release the first hit, and I can't use it the second hit(when you have 48), so you are minimum looking at using Crescent on a third hit for 449 magic damage on 15% audit. The balance on my weapon is 3.18 currently. That's 9.54 seconds before I can do a single, low damage Crescent on someone. This literally makes no sense. And with the changes that timer is the same for every target now. So please, convince me as to why this change is correct, or okay. Or at least someone assure me that we're okay with the idea of adding additional utility or something different to the Templar skillsets.