Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
MaxwellCrystal wrote: »@myrrrorb14_ESO
http://xboxdvr.com/gamer/Maxwell/video/17429430
Yup skip to like 40 seconds when I heal I'm just about to hit the 50% threshold but nah too bad beam boy hit a 14k when I try to get away.
Or maybe this one lol..
http://xboxdvr.com/gamer/Maxwell/video/16437566
mook-eb16_ESO wrote: »the main problem I have it with it is that its a dot and goes through shields.
mook-eb16_ESO wrote: »I had healing ward maybe 3k health left a big healing ward radeint destruction on me 1 beam ward stayed where it was health just droped underneath it >dead. death recap says radient destruction.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
MaxwellCrystal wrote: »@AfkNinja
Ya it's pretty OP especially when more then half the time that 1 tick is all that is needed, I can try and heal but that will do nothing, maybe I'll CC but they're too far away, I'll try and dodge....oh wait..
MaxwellCrystal wrote: »@AfkNinja
Ya it's pretty OP especially when more then half the time that 1 tick is all that is needed, I can try and heal but that will do nothing, maybe I'll CC but they're too far away, I'll try and dodge....oh wait..
I'm pretty sure that AfkNinja is saying that it isn't OP, though I could be wrong. But if you look at many posters, they are repeating that the last tick was actually overkill. The last tick registered at 10k, but it really only did 2k as that's all the health you had left. So as AfkNinja said...even a light attack would have killed you.
outsideworld76 wrote: »Septimus_Magna wrote: »All hard hitting dmg skills should have a counter to prevent any direct health dmg.
Its bad that stupid gameplay is rewarded time after time. Every class has CC-abilities, maybe its time to reward those who use them properly?
They should first fix the lag and animation canceling. Now it's all about using the right rotation and get AP. No skill required.
dodgehopper_ESO wrote: »I think the other thing people aren't realizing is that it requires the channel of each tick for each portion of damage to strike. In that 1 second interval people can combat-weave other forms of execute.
The other big issue is that Templars have pretty low mobility, particularly Magplars.
To Sum Up: Magplars have no escape skill, and everything is a cast or a channel. This is why they gave them this range attack, and its pretty plain as day to me.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
MaxwellCrystal wrote: »The issue isn't the tick it's how it's virtually instant. When I get below a 50% threshold I just drop down and not only just me many players are experiencing that issue. People say well you can CC,Block,Heal,etc but unfortunately you can't all the time. .
MaxwellCrystal wrote: »I suggest making it dodge-able...
MaxwellCrystal wrote: »People say no because it'll ruin the skill even though I'm sure correct me if I'm wrong templars has a hard CC where you can stop someone from dodge rolling so you can cast that insta kill RD.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
MaxwellCrystal wrote: »@myrrrorb14_ESO
People are missing the point the damage re-cap isn't what's bothering me; what's bothering me is the instant death that I can't escape even if I drink a potion while spamming vigor/igneous shield, that to me is outrageous. I get it making it dodge-able would supposedly get rid of 'everyone' slotting it (which seems more of an opinion due to prior patches I'd still die by it but not as frequent). If that's the case then make the range equivalent to draining shot (bow skill) or destructive clench and the execute would be balanced. You cannot have the best of both worlds and say it's a balanced skill because its most certainly not.
@maxjapank I'm quite sure toppling charge isn't a hard CC and javelin too (Hard CCs go through block). I was thinking of the templar mage guard NPCs light prism thing, wasn't sure if templars had access to that skill as it goes through block and stuns you (not that orb that reflects damage).
Yeah there are plenty of skills that do high damage like ultimates but guess what... I can at-least survive/dodge every single ultimate/ability in the game aside from radiant destruction. Not every templar took off RD when it was bugged because prior to TG update (I believe that's when it was fixed) it was still used but after they pinned you down. If you don't want it dodge-able then reduce it's range like I said it has to be one of the 3 I listed before. Also I'll repeat myself again, it's not the high damage value on the re-cap that's annoying me it's the simple fact that once I'm 30-40% health even when I'm healing to 50% I get 1 shotted and there's nothing I can really do unless I pop corrosive armor (which I do not slot in PvP unless it's for tactical captures). Every other execute I can dodge or survive just a little to get away but RD is one that I cannot.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
MaxwellCrystal wrote: »
@maxjapank I'm quite sure toppling charge isn't a hard CC and javelin too (Hard CCs go through block).