ZOS stated they're happy with the current state of RD, which clearly means you need to learn to play against an undodgeable, long range, CP double-dipping execute.
/s
Joy_Division wrote: »
My screen shot with no context is better than yours
SublimeSparo wrote: »Venom arrow or crushing shock.
Joy_Division wrote: »
My screen shot with no context is better than yours
Both are op.
But at least yours is multiple hits of Camo Hunter.
Joy_Division wrote: »Joy_Division wrote: »
My screen shot with no context is better than yours
Both are op.
But at least yours is multiple hits of Camo Hunter.
I'll agree ESO is a beer and pretzels game with many simple mechanics that frustrates players looking for a more in-depth tactical combat.
But your RD screenshot also has multiple hits
This thread again?hehehe
SublimeSparo wrote: »Venom arrow or crushing shock.
Begins channeling another radiant...while his friends beat you down.
Also should everyone have to run bow or destro staff, with destroy being one of the poorest weapon lines for PvP? That doesn't sound like build diversity to me!
I do not think having RD range reduced to that of gap closer range or lower is so bad. The idea was originally given to me by a magplar main too.
SublimeSparo wrote: »Venom arrow or crushing shock.
Begins channeling another radiant...while his friends beat you down.
Also should everyone have to run bow or destro staff, with destroy being one of the poorest weapon lines for PvP? That doesn't sound like build diversity to me!
I do not think having RD range reduced to that of gap closer range or lower is so bad. The idea was originally given to me by a magplar main too.
Destro is in no way one of the poorest weapon lines for PvP
RD is moronic though.
This thread again?hehehe
The damage on RD is completely fine for how many counters it has, and also being snared while casting it and having mobility stripped away makes up for the damage.
However, even I believe this should be allowed to be dodged. But really this whole issue is the attack not being able to be dodged, and thus making it spammed from 100%, sure it's a dps ability too as well as an execute, but letting it be dodged means it wont be spammed and players wont use it from 100% because of how much this skill actually costs.
So yes, make it able to be dodged. There is no reason templars should be against this @Wrobel something to possibly consider?
Adding to this, OP and everyone else do you think its balanced to leave a completely useless skill in the game by just flat nerfing it leaving all of its counters and snare attached to it? Of course not, I think it was fine how it was last patch with the dodge added to it, people actually used it as an execute like it was meant to be to finish off their enemies because standing there like an idiot dealing crap damage at 100% while other enemies are hitting that player and your beam is going through their roll dodges, that's not a fair mechanic at all and then you start seeing damage increases because they cant dodge your beam and have people spamming gap closers on them etc.
That is what needs to be adjusted, not the damage. The mechanic of it. So please, before we *** up the skill and nerf the damage to hell and make it useless, lets fix the core problem of it accordingly. Templars need to stop defending it because you all know it's a cheese skill going through roll dodge.
Yes because the only change it had to it before it became OP was that they brought back you couldn't dodge it.This thread again?hehehe
The damage on RD is completely fine for how many counters it has, and also being snared while casting it and having mobility stripped away makes up for the damage.
However, even I believe this should be allowed to be dodged. But really this whole issue is the attack not being able to be dodged, and thus making it spammed from 100%, sure it's a dps ability too as well as an execute, but letting it be dodged means it wont be spammed and players wont use it from 100% because of how much this skill actually costs.
So yes, make it able to be dodged. There is no reason templars should be against this @Wrobel something to possibly consider?
Adding to this, OP and everyone else do you think its balanced to leave a completely useless skill in the game by just flat nerfing it leaving all of its counters and snare attached to it? Of course not, I think it was fine how it was last patch with the dodge added to it, people actually used it as an execute like it was meant to be to finish off their enemies because standing there like an idiot dealing crap damage at 100% while other enemies are hitting that player and your beam is going through their roll dodges, that's not a fair mechanic at all and then you start seeing damage increases because they cant dodge your beam and have people spamming gap closers on them etc.
That is what needs to be adjusted, not the damage. The mechanic of it. So please, before we *** up the skill and nerf the damage to hell and make it useless, lets fix the core problem of it accordingly. Templars need to stop defending it because you all know it's a cheese skill going through roll dodge.
My main problem is that people can use it outside of gap closer range. Melee classes struggle against it when in group v group fights because they need to get to the templar to kill them, but often can't because the templar is 30m+ away. At that range, the weaknesses of the ability, such as it snaring the user and it being a channel etc etc, no longer make the templar vulnerable. Being able to dodge it was nice counterplay too, though. I wonder if that alone would be enough to limit its real open world use cases to executing instead of just sitting it on enemies under fire to add pressure.
dunno what i expected when i saw your username. within 8.2 seconds, he couldv'e probably light-attacked him to death.
better ask for something extra on more nb skills
Kena, I've beaten down every single one of your attempts thus far because you're unable to actually come up with strong evidence and/or a strong argument. At this point, I'll let others tell you how wrong you are
lolo_01b16_ESO wrote: »If I post a death recap where I take the same amount of damage over the same time from a nb skill, will you then stop crying?