Current executes:
2H Executioner: Melee range, can be dodged.
Nightblade Impale: Melee range, can be dodged. Morph to a short ranged attack, can be dodged.
Bow Poison Injection: Ranged, damage over time, can only dodge the initial hit but not the DoT (Not a true execute in my opinion, but it does do 200% extra damage at max).
Sorcerer Mage's Wrath: Ranged, can not be dodged (the execute explosion), only procs at 20% or less health.
And then....
Radiant Destruction: Ranged, can not be dodged, channel, extremely far range, 50% or less hp to trigger bonus damage.
There's another issue with Radiant Destruction too involving line of sight checks. The ability will not consider line of sight unless the entire 1 second interval between damage ticks is blocked by line of sight. So if only the last 0.5 seconds of the 1 second interval before the next tick of damage is cut by line of sight, you will still take damage. So good luck actually using line of sight to try and counter Radiant Destruction.
I have a strong tolerance for any sort of imbalance, bug, or abusing of bugs, but the change to make Radiant Destruction not able to be dodged is the one change I am mad about.
Either bring other executes up to par with Radiant Destruction so they can't be dodged, or allow it to be dodged. It was in a perfectly fine position before this dodge change. It's obviously riskier gameplay to get off a melee range execute than sit behind a few players and have the execute auto-target for you.
This is all from the perspective of a player who only plays stamina of each class. If I were to relate this to a magicka build, think of Radiant Destruction doing damage through shields. Roll dodge is our "temporary health shield" because any attacks that get dodged can be interpreted as "getting absorbed" just like a damage shield.
And putting extra Champion Points into Tick Skinned does nowhere near enough to negate the issue of Radiant Destruction not being able to be dodged
Lightninvash wrote: »bow users field day or destroy staff has a skill to counter that for magic users... or bash it..... there are a list of skills that stop radiant destruction u should learn themI made a post about it before I could link it here for you just so you can see how easy it is.
Lightninvash wrote: »Current executes:
2H Executioner: Melee range, can be dodged.
Nightblade Impale: Melee range, can be dodged. Morph to a short ranged attack, can be dodged.
Bow Poison Injection: Ranged, damage over time, can only dodge the initial hit but not the DoT (Not a true execute in my opinion, but it does do 200% extra damage at max).
Sorcerer Mage's Wrath: Ranged, can not be dodged (the execute explosion), only procs at 20% or less health.
And then....
Radiant Destruction: Ranged, can not be dodged, channel, extremely far range, 50% or less hp to trigger bonus damage.
There's another issue with Radiant Destruction too involving line of sight checks. The ability will not consider line of sight unless the entire 1 second interval between damage ticks is blocked by line of sight. So if only the last 0.5 seconds of the 1 second interval before the next tick of damage is cut by line of sight, you will still take damage. So good luck actually using line of sight to try and counter Radiant Destruction.
I have a strong tolerance for any sort of imbalance, bug, or abusing of bugs, but the change to make Radiant Destruction not able to be dodged is the one change I am mad about.
Either bring other executes up to par with Radiant Destruction so they can't be dodged, or allow it to be dodged. It was in a perfectly fine position before this dodge change. It's obviously riskier gameplay to get off a melee range execute than sit behind a few players and have the execute auto-target for you.
This is all from the perspective of a player who only plays stamina of each class. If I were to relate this to a magicka build, think of Radiant Destruction doing damage through shields. Roll dodge is our "temporary health shield" because any attacks that get dodged can be interpreted as "getting absorbed" just like a damage shield.
And putting extra Champion Points into Tick Skinned does nowhere near enough to negate the issue of Radiant Destruction not being able to be dodged
bow users field day or destroy staff has a skill to counter that for magic users... or bash it..... there are a list of skills that stop radiant destruction u should learn themI made a post about it before I could link it here for you just so you can see how easy it is.
EDIT: here they are
Bash
Block
Don't roll
Don't mist form
Stonefist
Crushing Shock
Deepbreath
Flame Reach
WB
Magnum Shot
Javelin
Power Bash
Cloak
Purge
Purify
Crystal Frag
Familiar Explosion
Prison
Silver Shards(if vamp)
Dawnbreaker(if vamp)
Turn Undead(if vamp)
Fear
Meteor
Fire Rune
Drain(vamp)
LOS
Howl(WW)
Dragonleap
Soul Tether
Incapacitating Strike
Agony
Petrify
Any Shield(Hardened, Rock, Blazing, Magic Harness, Healing Ward)
Toppling(when it works)
Luminous Shards
Streak
Venom Arrow
you can purge it
pjwb16_ESO wrote: »Yea sure, deep breath and interrupt when the Templars beam from range while you are getting focused as hell -.- just please reduce the range of Jesus beam to 5 m
Lightninvash wrote: »bow users field day or destroy staff has a skill to counter that for magic users... or bash it..... there are a list of skills that stop radiant destruction u should learn themI made a post about it before I could link it here for you just so you can see how easy it is.
I'm not really considering it in a 1v1 situation where I can focus solely on the Templar using it. This is from a small group scenario, or 1vX scenario.
And this isn't a "learn to counter" issue, it's an issue of the imbalance between executes. If anything melee executes should be the one unable to be dodged, not ones safe at range.
Current executes:
2H Executioner: Melee range, can be dodged.
Nightblade Impale: Melee range, can be dodged. Morph to a short ranged attack, can be dodged.
Bow Poison Injection: Ranged, damage over time, can only dodge the initial hit but not the DoT (Not a true execute in my opinion, but it does do 200% extra damage at max).
Sorcerer Mage's Wrath: Ranged, can not be dodged (the execute explosion), only procs at 20% or less health.
And then....
Radiant Destruction: Ranged, can not be dodged, channel, extremely far range, 50% or less hp to trigger bonus damage.
If I were to relate this to a magicka build, think of Radiant Destruction doing damage through shields. Roll dodge is our "temporary health shield" because any attacks that get dodged can be interpreted as "getting absorbed" just like a damage shield.
kevlarto_ESO wrote: »ZOS needs to fix the dodge exploit, and the use of the beam will slow down a bit, a lot of people I know use it because they are tired of 0/5 0/10 attempts to hit the target all dodged, the only thing they can hit dodge exploiters with is the Beam.
zerosingularity wrote: »Lol, looks like the RD defenders here are focused on 1v1 scenarios only. Sure in PVP, in a 1v1 scenario, any Templar spamming Cheesus Beam is gonna get rekt.
I think the issue is when 3 Templars spam it at range on you when you are fighting say, a melee DK that keeps rooting you. Or say you are in a location where you cannot physically reach the Templar's and are too close to get away in time.
Basically in certain scenarios, it is fine, and in other scenarios it outperforms EVERY other execute. At least that's what seems to be the consensus so far.
Make all executes unable to be dodged and to go through shields/block. I.E. make them EXECUTES. With all the healing, hitting an enemy when they are below 25% HP is hard, lets give it a nice payoff. Either they heal or they already died anyway. Cept with a Cheesus Beam Channel/Mage's Wrath(since delay burst).
What is this dodge exploit I keep hearing about? Yes I use shuffle on my DK and I constantly get pms that accuse me of exploiting... What is shuffle bugged or something?