Not sure how ZOS will change this skill - but it will get changed in due time. Thats just how it goes. Best not to label the skill as 'fine' - because in the current PvP environment its not 'fine'.
Probably the next patch. Best to discuss reasonable solutions rather than deny theres any issue with it.
Not sure how ZOS will change this skill - but it will get changed in due time. Thats just how it goes. Best not to label the skill as 'fine' - because in the current PvP environment its not 'fine'.
Probably the next patch. Best to discuss reasonable solutions rather than deny theres any issue with it.
Not sure how ZOS will change this skill - but it will get changed in due time. Thats just how it goes. Best not to label the skill as 'fine' - because in the current PvP environment its not 'fine'.
Probably the next patch. Best to discuss reasonable solutions rather than deny theres any issue with it.
IMhumbleO, RD is fine.
vyndral13preub18_ESO wrote: »Not sure how ZOS will change this skill - but it will get changed in due time. Thats just how it goes. Best not to label the skill as 'fine' - because in the current PvP environment its not 'fine'.
Probably the next patch. Best to discuss reasonable solutions rather than deny theres any issue with it.
While i agree with you in spirit, i cant in practice. Because the main problem everyone has with this skill is it cant be dodged. We like to pretend it isnt. Oh the range is to far. The execute range is to high..So on.
But i honestly think if you change those 2 things, it wont be enough and these threads will continue until one of two things happen. Either the damage is reduced so much the skill becomes useless, or it becomes dodgeable again making the skill near useless.
Hopefully there are some brains out there that can come up with a way to still have the skill be useful and solve the problem. But i wont hold my breath. Since i think zos sees this as a counter to the dodge heavy shuffle build. And people who use dodge for everything are the people that have problems with this skill.
vyndral13preub18_ESO wrote: »Not sure how ZOS will change this skill - but it will get changed in due time. Thats just how it goes. Best not to label the skill as 'fine' - because in the current PvP environment its not 'fine'.
Probably the next patch. Best to discuss reasonable solutions rather than deny theres any issue with it.
While i agree with you in spirit, i cant in practice. Because the main problem everyone has with this skill is it cant be dodged. We like to pretend it isnt. Oh the range is to far. The execute range is to high..So on.
But i honestly think if you change those 2 things, it wont be enough and these threads will continue until one of two things happen. Either the damage is reduced so much the skill becomes useless, or it becomes dodgeable again making the skill near useless.
Hopefully there are some brains out there that can come up with a way to still have the skill be useful and solve the problem. But i wont hold my breath. Since i think zos sees this as a counter to the dodge heavy shuffle build. And people who use dodge for everything are the people that have problems with this skill.
@AfkNinja is right - enough complaints force balance changes. Its just how it works. It doesnt matter if its the right thing to do.
In this case, the skill does need a change. I dont agree with removing its unique strengths that you named @vyndral13preub18_ESO - and that is a lot of peoples complaints. My issue is this skill instant ticks execute damage before it connects. Its the most brutal feature of this skill. That tick needs to be removed completely. Damage should scale up the longer the beam holds. That is how I'd change the skill. Damage would remain the same start to finish (PVE impact) - just arrive in a different spread. This allows players the ability to react.
vyndral13preub18_ESO wrote: »Not sure how ZOS will change this skill - but it will get changed in due time. Thats just how it goes. Best not to label the skill as 'fine' - because in the current PvP environment its not 'fine'.
Probably the next patch. Best to discuss reasonable solutions rather than deny theres any issue with it.
While i agree with you in spirit, i cant in practice. Because the main problem everyone has with this skill is it cant be dodged. We like to pretend it isnt. Oh the range is to far. The execute range is to high..So on.
But i honestly think if you change those 2 things, it wont be enough and these threads will continue until one of two things happen. Either the damage is reduced so much the skill becomes useless, or it becomes dodgeable again making the skill near useless.
Hopefully there are some brains out there that can come up with a way to still have the skill be useful and solve the problem. But i wont hold my breath. Since i think zos sees this as a counter to the dodge heavy shuffle build. And people who use dodge for everything are the people that have problems with this skill.
@AfkNinja is right - enough complaints force balance changes. Its just how it works. It doesnt matter if its the right thing to do.
In this case, the skill does need a change. I dont agree with removing its unique strengths that you named @vyndral13preub18_ESO - and that is a lot of peoples complaints. My issue is this skill instant ticks execute damage before it connects. Its the most brutal feature of this skill. That tick needs to be removed completely. Damage should scale up the longer the beam holds. That is how I'd change the skill. Damage would remain the same start to finish (PVE impact) - just arrive in a different spread. This allows players the ability to react.
It's a 3.5 second channel. Make the first hit tick at .5 seconds then 1 second each for 3 total ticks. Gives you a half second to respond and purge/interrupt etc. But the dmg is fine and it needs to stay undodgable or my Stamplar can ignore purge and just monkey roll to the Magplar and push his/her face in. There needs to be a good counter to Stam builds, every class should have at least 1 undodgable skill imo.
More importantly fix Malubeth, reduce the duration of vitality pots and work on the lag. I die to lag 100000x more than everything else combined.
vyndral13preub18_ESO wrote: »Not sure how ZOS will change this skill - but it will get changed in due time. Thats just how it goes. Best not to label the skill as 'fine' - because in the current PvP environment its not 'fine'.
Probably the next patch. Best to discuss reasonable solutions rather than deny theres any issue with it.
While i agree with you in spirit, i cant in practice. Because the main problem everyone has with this skill is it cant be dodged. We like to pretend it isnt. Oh the range is to far. The execute range is to high..So on.
But i honestly think if you change those 2 things, it wont be enough and these threads will continue until one of two things happen. Either the damage is reduced so much the skill becomes useless, or it becomes dodgeable again making the skill near useless.
Hopefully there are some brains out there that can come up with a way to still have the skill be useful and solve the problem. But i wont hold my breath. Since i think zos sees this as a counter to the dodge heavy shuffle build. And people who use dodge for everything are the people that have problems with this skill.
@AfkNinja is right - enough complaints force balance changes. Its just how it works. It doesnt matter if its the right thing to do.
In this case, the skill does need a change. I dont agree with removing its unique strengths that you named @vyndral13preub18_ESO - and that is a lot of peoples complaints. My issue is this skill instant ticks execute damage before it connects. Its the most brutal feature of this skill. That tick needs to be removed completely. Damage should scale up the longer the beam holds. That is how I'd change the skill. Damage would remain the same start to finish (PVE impact) - just arrive in a different spread. This allows players the ability to react.
It's a 3.5 second channel. Make the first hit tick at .5 seconds then 1 second each for 3 total ticks. Gives you a half second to respond and purge/interrupt etc. But the dmg is fine and it needs to stay undodgable or my Stamplar can ignore purge and just monkey roll to the Magplar and push his/her face in. There needs to be a good counter to Stam builds, every class should have at least 1 undodgable skill imo.
More importantly fix Malubeth, reduce the duration of vitality pots and work on the lag. I die to lag 100000x more than everything else combined.
Yea I mean - Ive never said to remove it from going through dodge.
I think people are under the impression Im extremely biased in balancing.
So you're mad that an instant abilitly instantly aplies execute damage when you're in execute range?vyndral13preub18_ESO wrote: »Not sure how ZOS will change this skill - but it will get changed in due time. Thats just how it goes. Best not to label the skill as 'fine' - because in the current PvP environment its not 'fine'.
Probably the next patch. Best to discuss reasonable solutions rather than deny theres any issue with it.
While i agree with you in spirit, i cant in practice. Because the main problem everyone has with this skill is it cant be dodged. We like to pretend it isnt. Oh the range is to far. The execute range is to high..So on.
But i honestly think if you change those 2 things, it wont be enough and these threads will continue until one of two things happen. Either the damage is reduced so much the skill becomes useless, or it becomes dodgeable again making the skill near useless.
Hopefully there are some brains out there that can come up with a way to still have the skill be useful and solve the problem. But i wont hold my breath. Since i think zos sees this as a counter to the dodge heavy shuffle build. And people who use dodge for everything are the people that have problems with this skill.
@AfkNinja is right - enough complaints force balance changes. Its just how it works. It doesnt matter if its the right thing to do.
In this case, the skill does need a change. I dont agree with removing its unique strengths that you named @vyndral13preub18_ESO - and that is a lot of peoples complaints. My issue is this skill instant ticks execute damage before it connects. Its the most brutal feature of this skill. That tick needs to be removed completely. Damage should scale up the longer the beam holds. That is how I'd change the skill. Damage would remain the same start to finish (PVE impact) - just arrive in a different spread. This allows players the ability to react.
vyndral13preub18_ESO wrote: »Hopefully there are some brains out there that can come up with a way to still have the skill be useful and solve the problem. But i wont hold my breath. Since i think zos sees this as a counter to the dodge heavy shuffle build. And people who use dodge for everything are the people that have problems with this skill.Not sure how ZOS will change this skill - but it will get changed in due time. Thats just how it goes. Best not to label the skill as 'fine' - because in the current PvP environment its not 'fine'.
Probably the next patch. Best to discuss reasonable solutions rather than deny theres any issue with it.
itscompton wrote: »So you're mad that an instant abilitly instantly aplies execute damage when you're in execute range?vyndral13preub18_ESO wrote: »Not sure how ZOS will change this skill - but it will get changed in due time. Thats just how it goes. Best not to label the skill as 'fine' - because in the current PvP environment its not 'fine'.
Probably the next patch. Best to discuss reasonable solutions rather than deny theres any issue with it.
While i agree with you in spirit, i cant in practice. Because the main problem everyone has with this skill is it cant be dodged. We like to pretend it isnt. Oh the range is to far. The execute range is to high..So on.
But i honestly think if you change those 2 things, it wont be enough and these threads will continue until one of two things happen. Either the damage is reduced so much the skill becomes useless, or it becomes dodgeable again making the skill near useless.
Hopefully there are some brains out there that can come up with a way to still have the skill be useful and solve the problem. But i wont hold my breath. Since i think zos sees this as a counter to the dodge heavy shuffle build. And people who use dodge for everything are the people that have problems with this skill.
@AfkNinja is right - enough complaints force balance changes. Its just how it works. It doesnt matter if its the right thing to do.
In this case, the skill does need a change. I dont agree with removing its unique strengths that you named @vyndral13preub18_ESO - and that is a lot of peoples complaints. My issue is this skill instant ticks execute damage before it connects. Its the most brutal feature of this skill. That tick needs to be removed completely. Damage should scale up the longer the beam holds. That is how I'd change the skill. Damage would remain the same start to finish (PVE impact) - just arrive in a different spread. This allows players the ability to react.
RD isn't op and can be easily countered.
L2 block;
L2 use the enviroment (cut the line of sigh with the caster);
L2 use impenetrable (to counter the crits);
L2 disrupt the casting.
And you'll do fine.
L2 get jumped on by 2 stamblades with Incap Strike and 1 Templar who is 30 meters away who does nothing but toss 1 javelin and RD.
= balance
First of all you clearly outnumbered and they used 'guerrila' (ganks) warfare, which is very hard to counter.
Also, this is a war. *** homini lupus. Do you expect honor in war my friend?
...those gang also are just mindless because they cant gang solo and need help...nothing to think when need to spam just 1 skill + rd from back ;P'guerrila' (ganks)
itscompton wrote: »So you're mad that an instant abilitly instantly aplies execute damage when you're in execute range?vyndral13preub18_ESO wrote: »Not sure how ZOS will change this skill - but it will get changed in due time. Thats just how it goes. Best not to label the skill as 'fine' - because in the current PvP environment its not 'fine'.
Probably the next patch. Best to discuss reasonable solutions rather than deny theres any issue with it.
While i agree with you in spirit, i cant in practice. Because the main problem everyone has with this skill is it cant be dodged. We like to pretend it isnt. Oh the range is to far. The execute range is to high..So on.
But i honestly think if you change those 2 things, it wont be enough and these threads will continue until one of two things happen. Either the damage is reduced so much the skill becomes useless, or it becomes dodgeable again making the skill near useless.
Hopefully there are some brains out there that can come up with a way to still have the skill be useful and solve the problem. But i wont hold my breath. Since i think zos sees this as a counter to the dodge heavy shuffle build. And people who use dodge for everything are the people that have problems with this skill.
@AfkNinja is right - enough complaints force balance changes. Its just how it works. It doesnt matter if its the right thing to do.
In this case, the skill does need a change. I dont agree with removing its unique strengths that you named @vyndral13preub18_ESO - and that is a lot of peoples complaints. My issue is this skill instant ticks execute damage before it connects. Its the most brutal feature of this skill. That tick needs to be removed completely. Damage should scale up the longer the beam holds. That is how I'd change the skill. Damage would remain the same start to finish (PVE impact) - just arrive in a different spread. This allows players the ability to react.
I'm pretty sure he's saying that he isn't fond of the part of the "instant ability instantly applying execute damage" before the beam is even showing its connection to the opposing player.. Thus leaving the opposing player no time to react to the execute damage they don't know they're taking until it technically 1 shots them...
And he's 100% correct in his argument.
itscompton wrote: »So you're mad that an instant abilitly instantly aplies execute damage when you're in execute range?vyndral13preub18_ESO wrote: »Not sure how ZOS will change this skill - but it will get changed in due time. Thats just how it goes. Best not to label the skill as 'fine' - because in the current PvP environment its not 'fine'.
Probably the next patch. Best to discuss reasonable solutions rather than deny theres any issue with it.
While i agree with you in spirit, i cant in practice. Because the main problem everyone has with this skill is it cant be dodged. We like to pretend it isnt. Oh the range is to far. The execute range is to high..So on.
But i honestly think if you change those 2 things, it wont be enough and these threads will continue until one of two things happen. Either the damage is reduced so much the skill becomes useless, or it becomes dodgeable again making the skill near useless.
Hopefully there are some brains out there that can come up with a way to still have the skill be useful and solve the problem. But i wont hold my breath. Since i think zos sees this as a counter to the dodge heavy shuffle build. And people who use dodge for everything are the people that have problems with this skill.
@AfkNinja is right - enough complaints force balance changes. Its just how it works. It doesnt matter if its the right thing to do.
In this case, the skill does need a change. I dont agree with removing its unique strengths that you named @vyndral13preub18_ESO - and that is a lot of peoples complaints. My issue is this skill instant ticks execute damage before it connects. Its the most brutal feature of this skill. That tick needs to be removed completely. Damage should scale up the longer the beam holds. That is how I'd change the skill. Damage would remain the same start to finish (PVE impact) - just arrive in a different spread. This allows players the ability to react.
Strider_Roshin wrote: »Uh oh, you done goof @Cazzy. Now you're about to have a zerg of Templars come in here to defend their OP move.
Here are some BS tips:
1. Hold block until you run out of stamina, and then die
2. Take out a tree from your inventory via deus ex machina, and utilize LOS.
3. Use your 28m bash
4. Don't let your health get low.
5. L2Die
Gamerscape2007 wrote: »@EveryRDFanboy.
https://www.youtube.com/watch?v=rPfI1UrlChs
This skill sure is balanced.
You can hate Fengrush all you want, you can't deny this skill is broken.
Gamerscape2007 wrote: »@EveryRDFanboy.
https://www.youtube.com/watch?v=rPfI1UrlChs
This skill sure is balanced.
You can hate Fengrush all you want, you can't deny this skill is broken.
This has now turned into the 60th nerf radiant thread. Be prepared for the exact same arguments to be used that were used and countered in every other thread. Don't try to use logic or you will be labeled a "forumplar" even if you don't play magicka templar. If you don't have problems countering radiant you are obviously a liar and are making things up.
We seriously can not have any productive discussions on this forum.
Gamerscape2007 wrote: »@EveryRDFanboy.
https://www.youtube.com/watch?v=rPfI1UrlChs
This skill sure is balanced.
You can hate Fengrush all you want, you can't deny this skill is broken.
RD isn't op and can be easily countered.
L2 block;
L2 use the enviroment (cut the line of sigh with the caster);
L2 use impenetrable (to counter the crits);
L2 disrupt the casting.
And you'll do fine.
Fengrush is one of the players who always calls the game wrong, never himself.Gamerscape2007 wrote: »You can hate Fengrush all you want, you can't deny this skill is broken.
BalticBlues wrote: »Fengrush is one of the players who always calls the game wrong, never himself.Gamerscape2007 wrote: »You can hate Fengrush all you want, you can't deny this skill is broken.
Nothing is wrong there. He was hit by TWO Templars with DARK FLARE plus RD.
ONE NB can kill faster than TWO Templars did in this video.
If ONE class is named to be OP, it is the NB class.