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https://forums.elderscrollsonline.com/en/discussion/comment/8235739/
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*cough* balanced *cough*

  • AhPook_Is_Here
    AhPook_Is_Here
    ✭✭✭✭✭
    I really don't see a problem with this ability at all. I get why STA builds are taking more issue with it than magicka builds, but I almost sigh in relief when I have 3 or 4 of those beams on me at 100% health as I know i won't be getting KDs by any spears and jab spammed while chain cc'ed.

    RD is good against STA builds
    RD has many counters, even for STA builds
    STA builds have even more counters in DB

    There will likely be more maglars running this in this patch than there are on live, as there will be a lot more people working STA builds for them to target. This is really just an issue about letting go of 1 slot of your FOTM build and putting a defensive counter in that slot.
    “Whatever.”
    -Unknown American
  • Arethan09
    Arethan09
    ✭✭
    Nifty2g wrote: »
    KenaPKK wrote: »
    hehehe

    OmVh18l.png
    This thread again?

    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.

    You consider this fine ?

    Nice one amigo :blush:
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