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.