kasa-obake wrote: »@UltimaJoe777 again, do you even play this game ? xDD I was actually writing quite a lot of arguments on why beam is broken, but tbh it's not worth. You're not worth it, judging by people commenting on these posts, the community is not worth, and overall this game is not worth it anymore.
If you actually fail to see that a ranged 4 seconds, 50% threshold execute with an insane range, whose damage increases with your magicka pools and can't be dodged, and which is used by a class having increased damage against blocking targets, has a problem, then clearly we'll never understand each other.
kasa-obake wrote: »@UltimaJoe777 again, do you even play this game ? xDD I was actually writing quite a lot of arguments on why beam is broken, but tbh it's not worth. You're not worth it, judging by people commenting on these posts, the community is not worth, and overall this game is not worth it anymore.
If you actually fail to see that a ranged 4 seconds, 50% threshold execute with an insane range, whose damage increases with your magicka pools and can't be dodged, and which is used by a class having increased damage against blocking targets, has a problem, then clearly we'll never understand each other.
kasa-obake wrote: »Those are very pretty words you're saying there, and I wish they were true. Unfortunately they're not. If you want to make a point, please explain to this poor pleb how would you counter ranged radiants in open world.
I mean, really. Nobody complains about magicka nightblades spamming impale, not that there's many left at any rate; surely all this "jesus beam being broken" QQ must have reasonable foundations.
You must be a magicka templar BoLing your way through it.. There's no other explanation xD
kasa-obake wrote: »Again, you all seem to forget that beam is undodgeable, and the increased damage starts at 50%. When a templar spams beam on you at 100% health, it's adorable in a pug way. Unfortunately, as soon as you're under 50%, beam does way too much additional pressure for you to go melee and bash the templar. Keep in mind that immovability potions do exist, which makes destructive reach, draining shot, frags, and other stuns useless more often than it seems. All those great and wonderful ideas that you have are very good on paper, however it really does not translate in reality.
Perhaps you managed to bash a CP130 guy who was trying to beam you once If so, congratulations but that still doesn't change the fact that this skill is broken af. 50% threshold, really, what was ZOS thinking xDD
Decrease the range of beam, make it dodgeable, reduce the *** threshold, those would all be better solutions than "omg l2p interrupt" nonesense you're saying.
kasa-obake wrote: »Again, you all seem to forget that beam is undodgeable, and the increased damage starts at 50%. When a templar spams beam on you at 100% health, it's adorable in a pug way. Unfortunately, as soon as you're under 50%, beam does way too much additional pressure for you to go melee and bash the templar. Keep in mind that immovability potions do exist, which makes destructive reach, draining shot, frags, and other stuns useless more often than it seems. All those great and wonderful ideas that you have are very good on paper, however it really does not translate in reality.
Perhaps you managed to bash a CP130 guy who was trying to beam you once If so, congratulations but that still doesn't change the fact that this skill is broken af. 50% threshold, really, what was ZOS thinking xDD
Decrease the range of beam, make it dodgeable, reduce the *** threshold, those would all be better solutions than "omg l2p interrupt" nonesense you're saying.
The_Outsider wrote: »Do to the number of effective counters, I think RD is in a decent place power-level wise. You can't shrug off it's damage and ignore it by spamming dodge roll, which is actually good for the game, imo.
mmolegends44 wrote: »@orinthol you could have points in there and still get hit pretty hard I been hearing people been getting hit for 33k raidant destructions
FullBlownBeast wrote: »Range needs to be reduced to 15m, and the additional damage reduced to 250%. This skill as is, is way too strong.
UltimaJoe777 wrote: »FullBlownBeast wrote: »Range needs to be reduced to 15m, and the additional damage reduced to 250%. This skill as is, is way too strong.
That would actually make it weaker than Impale, giving people more reason to roll NB.
FullBlownBeast wrote: »UltimaJoe777 wrote: »FullBlownBeast wrote: »Range needs to be reduced to 15m, and the additional damage reduced to 250%. This skill as is, is way too strong.
That would actually make it weaker than Impale, giving people more reason to roll NB.
This is a ranged undodgable execute, and we are talking about Templars. Who cares about NB? Yes Nbs are annoying as well, big whoop.
UltimaJoe777 wrote: »FullBlownBeast wrote: »Range needs to be reduced to 15m, and the additional damage reduced to 250%. This skill as is, is way too strong.
That would actually make it weaker than Impale, giving people more reason to roll NB.
IcyDeadPeople wrote: »Incapacitating strike is dodgeable and only stuns if the target has higher health than the caster.
Dawnbreaker of smiting is generally a stronger choice as it does more damage, affects multiple targets, cannot be dodged and always stuns.
Erm incap got changed, it now stuns every time o.O Incap applies healing debuffs, increases damage against the target and is up so often it might as well be a 6th skill
IcyDeadPeople wrote: »Incapacitating strike is dodgeable and only stuns if the target has higher health than the caster.
Dawnbreaker of smiting is generally a stronger choice as it does more damage, affects multiple targets, cannot be dodged and always stuns.
IcyDeadPeople wrote: »Incapacitating strike is dodgeable and only stuns if the target has higher health than the caster.
Dawnbreaker of smiting is generally a stronger choice as it does more damage, affects multiple targets, cannot be dodged and always stuns.
Erm incap got changed, it now stuns every time o.O Incap applies healing debuffs, increases damage against the target and is up so often it might as well be a 6th skill
But it's dodgeable which makes it so easy to counter
kasa-obake wrote: »@UltimaJoe777 again, do you even play this game ? xDD I was actually writing quite a lot of arguments on why beam is broken, but tbh it's not worth. You're not worth it, judging by people commenting on these posts, the community is not worth, and overall this game is not worth it anymore.
If you actually fail to see that a ranged 4 seconds, 50% threshold execute with an insane range, whose damage increases with your magicka pools and can't be dodged, and which is used by a class having increased damage against blocking targets, has a problem, then clearly we'll never understand each other.
kasa-obake wrote: »Again, you all seem to forget that beam is undodgeable, and the increased damage starts at 50%. When a templar spams beam on you at 100% health, it's adorable in a pug way. Unfortunately, as soon as you're under 50%, beam does way too much additional pressure for you to go melee and bash the templar. Keep in mind that immovability potions do exist, which makes destructive reach, draining shot, frags, and other stuns useless more often than it seems. All those great and wonderful ideas that you have are very good on paper, however it really does not translate in reality.
Perhaps you managed to bash a CP130 guy who was trying to beam you once If so, congratulations but that still doesn't change the fact that this skill is broken af. 50% threshold, really, what was ZOS thinking xDD
Decrease the range of beam, make it dodgeable, reduce the *** threshold, those would all be better solutions than "omg l2p interrupt" nonesense you're saying.
IcyDeadPeople wrote: »Incapacitating strike is dodgeable and only stuns if the target has higher health than the caster.
Dawnbreaker of smiting is generally a stronger choice as it does more damage, affects multiple targets, cannot be dodged and always stuns.
Erm incap got changed, it now stuns every time o.O Incap applies healing debuffs, increases damage against the target and is up so often it might as well be a 6th skill
But it's dodgeable which makes it so easy to counter
Try to dodge when you're feared. If you don't break it almost immediately or if you get the unbreakable CC bug or if you're out of stamina, incap is devastating.
couple very easy way to counter those jesus beam heroes> templars javelin, blazing shard, destro staff crushing shock, or the first ability of desto staff with flame staff to knockback, reverberating bash from sword+Shield, shield charge aswell from sword and shield skill line does it, toppling charge from templars aswell does it. bolt escape tru the baddie does it. dragonleap. so many easy ways to adapt built into to counter jesus beamer. the beamers are pathetically easy to counter
IcyDeadPeople wrote: »Incapacitating strike is dodgeable and only stuns if the target has higher health than the caster.
Dawnbreaker of smiting is generally a stronger choice as it does more damage, affects multiple targets, cannot be dodged and always stuns.
Erm incap got changed, it now stuns every time o.O Incap applies healing debuffs, increases damage against the target and is up so often it might as well be a 6th skill
But it's dodgeable which makes it so easy to counter
Try to dodge when you're feared. If you don't break it almost immediately or if you get the unbreakable CC bug or if you're out of stamina, incap is devastating.
Break it immediately then? Is this an L2P issue or what?