bowmanz607 wrote: »My healer, all CPs are spec'd for heals with none boosting damage, has only a few skills slotted for damage but they are also for utility. I had 57 killing blows last night. Why, I found Jesus, and he will find that ass with 50-60% health. LOS will save you for a moment but with 50+ people on the screen, many people have found Jesus. I can't disagree that this skill needs to be reworked.
So you're saying you used an execute skill to execute people and as such it should be nerfed because you were able to execute them? Did you look at your combat log to see the actual damage of each tick of Radiant? LOL
No need to look at my combat log, please show another execute in the game that has this range and functionality. I never said I was doing insane damage, which is why I said it needs to be reworked. If you are unclear of what I was saying, just ask.
so because it operates differently it should be nerfed??? How dare each execute look, operate and feel differently.
thats it zos. I give up. Just get rid of all classes. make one class. then make each skill exactly the same but one will be for mag and the other for stam. problem solved. #utopiansociety
For most things in this game like utility and stuff, I completely agree that there is very little use for separate classes and it is only getting worse. Executes, should have a pretty standard base of what they can achieve. If an execute range is 50%, the skill range needs to be lower to the limit sceneries where this can be used, which is what creates diversity in builds. But when you have a NB execute of 25% with a 5 meter range, pretty weak where balance is concerned. Personally, I don't think any execute should have a 50% health range.
Jesus Beam heroes have replaced snipers in zergs.
This may sound ridiculous, but decreasing the range means Templars have to get closer to initiate the Jesus Beam. This alone makes it less likely for people in the back of the zerg to try and convert you to Christianity.lol
Decrease the range would be good enough for pvp and wont rly affect pve
Seriously, someone please explain why lowering the range is such a magical fix. There are two scenarios where you're dealing with jesus beam:
- 1v1 and small scale - if you can't counter the skill in these situations you are running a niche build and made conscious choices to forego counters, or are a poor player
- large fights - it would seem the argument trying to be made is that if only I could gap close to the templar in the middle of a large cluster, I could save myself. Who in their right mind would gap close INTO a cluster of players if they're being pressured and at mid to low health? Furthermore, if you are able to target the templar for a gap closer, then you can target them for a ranged interrupt/stun; if you don't have one slotted, that's your fault and a choice you made for your build.
Please, explain how lowering the range helps you in either of those situations.
If it was, it wouldn't be on every Templar bar.
Lava_Croft wrote: »Jesus Beam heroes have replaced snipers in zergs.This may sound ridiculous, but decreasing the range means Templars have to get closer to initiate the Jesus Beam. This alone makes it less likely for people in the back of the zerg to try and convert you to Christianity.lol
Decrease the range would be good enough for pvp and wont rly affect pve
Seriously, someone please explain why lowering the range is such a magical fix. There are two scenarios where you're dealing with jesus beam:
- 1v1 and small scale - if you can't counter the skill in these situations you are running a niche build and made conscious choices to forego counters, or are a poor player
- large fights - it would seem the argument trying to be made is that if only I could gap close to the templar in the middle of a large cluster, I could save myself. Who in their right mind would gap close INTO a cluster of players if they're being pressured and at mid to low health? Furthermore, if you are able to target the templar for a gap closer, then you can target them for a ranged interrupt/stun; if you don't have one slotted, that's your fault and a choice you made for your build.
Please, explain how lowering the range helps you in either of those situations.
My healer, all CPs are spec'd for heals with none boosting damage, has only a few skills slotted for damage but they are also for utility. I had 57 killing blows last night. Why, I found Jesus, and he will find that ass with 50-60% health. LOS will save you for a moment but with 50+ people on the screen, many people have found Jesus. I can't disagree that this skill needs to be reworked.
So you're saying you used an execute skill to execute people and as such it should be nerfed because you were able to execute them? Did you look at your combat log to see the actual damage of each tick of Radiant? LOL
No need to look at my combat log, please show another execute in the game that has this range and functionality.
KrishakPanettier wrote: »Sign the Petition.. No More Nerfs -- no more NERF talk. Players play, Developers develop. Period.
@Zheg
Sorry mate :P , I feel the need to respond when people are using poor arguments and no facts. I don't even use this skill and I don't care much about it one way or the other. I'd much rather have blinding flashes back. But when someone is using made up numbers and their "friends opinion" trying to get something nerfed and they are ignoring facts I tend to get upset. I'd defend any skill from any class I feel is not broken.
@Strider_Roshin
3,500 dps average is not broken. Your claims of 40k dmg ticks are flat out false. Rewatch the video frame by frame, add up the dmg ticks. 21k TOTAL, almost half of that was overflow dmg. That's not OP.
Strider_Roshin wrote: »@Zheg
Sorry mate :P , I feel the need to respond when people are using poor arguments and no facts. I don't even use this skill and I don't care much about it one way or the other. I'd much rather have blinding flashes back. But when someone is using made up numbers and their "friends opinion" trying to get something nerfed and they are ignoring facts I tend to get upset. I'd defend any skill from any class I feel is not broken.
@Strider_Roshin
3,500 dps average is not broken. Your claims of 40k dmg ticks are flat out false. Rewatch the video frame by frame, add up the dmg ticks. 21k TOTAL, almost half of that was overflow dmg. That's not OP.
Your understanding of the move is false. I'm not referring to how much damage was done in the video and basing the balanced on that. I'm basing on how much damage it typically does by sometime properly geared with a lot of CP. Yes 40k dmg ticks is broken.
Strider_Roshin wrote: »Your understanding of the move is false. I'm not referring to how much damage was done in the video and basing the balanced on that. I'm basing on how much damage it typically does by sometime properly geared with a lot of CP. Yes 40k dmg ticks is broken.
Strider_Roshin wrote: »@Zheg
Sorry mate :P , I feel the need to respond when people are using poor arguments and no facts. I don't even use this skill and I don't care much about it one way or the other. I'd much rather have blinding flashes back. But when someone is using made up numbers and their "friends opinion" trying to get something nerfed and they are ignoring facts I tend to get upset. I'd defend any skill from any class I feel is not broken.
@Strider_Roshin
3,500 dps average is not broken. Your claims of 40k dmg ticks are flat out false. Rewatch the video frame by frame, add up the dmg ticks. 21k TOTAL, almost half of that was overflow dmg. That's not OP.
Your understanding of the move is false. I'm not referring to how much damage was done in the video and basing the balanced on that. I'm basing on how much damage it typically does by sometime properly geared with a lot of CP. Yes 40k dmg ticks is broken.
Show me a 40k Dmg tick. PROVE IT. Stop making up numbers.
Edit: Also include gear, cp and opponent gear and CP and the Combat log. I am not against nerfs if they are needed. The problem is there is NO PROOF. Every time a thread like this pops up the evidence is missing because it doesn't exist. You just hate the skill and want it nerfed so you can go back to dodgerolling everything.
SwaminoNowlino wrote: »Strider_Roshin wrote: »@Zheg
Sorry mate :P , I feel the need to respond when people are using poor arguments and no facts. I don't even use this skill and I don't care much about it one way or the other. I'd much rather have blinding flashes back. But when someone is using made up numbers and their "friends opinion" trying to get something nerfed and they are ignoring facts I tend to get upset. I'd defend any skill from any class I feel is not broken.
@Strider_Roshin
3,500 dps average is not broken. Your claims of 40k dmg ticks are flat out false. Rewatch the video frame by frame, add up the dmg ticks. 21k TOTAL, almost half of that was overflow dmg. That's not OP.
Your understanding of the move is false. I'm not referring to how much damage was done in the video and basing the balanced on that. I'm basing on how much damage it typically does by sometime properly geared with a lot of CP. Yes 40k dmg ticks is broken.
Show me a 40k Dmg tick. PROVE IT. Stop making up numbers.
Edit: Also include gear, cp and opponent gear and CP and the Combat log. I am not against nerfs if they are needed. The problem is there is NO PROOF. Every time a thread like this pops up the evidence is missing because it doesn't exist. You just hate the skill and want it nerfed so you can go back to dodgerolling everything.
@AfkNinja Let's help him do some math, since I'm not entirely sure he knows how or know what it is.
Puncturing sweeps hits 4 times over 1.1 seconds. Say each hit does 3k. That equates to 10.9k dps.
I don't have a magicka templar, so a quick Google search showed a 12k tooltip is around average. (We can quibble with the number due to buffs, CP, etc. And the tooltip doesn't equate to actual damage in PVP). It does this damage over like 3 seconds. So without the execution modifier, basic math demonstrates that it does 4k dps. Really OP right?
Now for the execution phase. the tooltip states that it will do up to 300% more damage to targets at low health. 300% of 4k is 12 k dps.... Barely higher than just hitting with sweeps. But, if I sit there and eat the whole thing without blocking, 12k dps over 3 seconds of channel is 36k dps. Comparable to seeps at 10.9k dps * 3 = 32k dps.
On your death recap, each hit of sweeps will tick individually, so the number looks relatively small on the damage, where as RD is a channel and shows up on the death recap all as one thing.
On to something I know about in Executioner. This execute ability also has the 300x damage modifier and also passively increases all 2H damage on your bar! I know in PVE on my stamplar I can hit an Execution for 30k. Cast time is instant and I can also weave light attacks with it. But for the sake of this discussion, we will just count the execution. Assuming its halved in PVP like everything else, and we will even extend the cast to 1 second. That equates to 15k dps. When I multiply this by 3 (the RD channel time), assuming I can hit 3 executions in the same time as one RD channel (I can hit more plus weave in light attacks), that equals 45k dps. For you math whizs, that is 11k more than RD, excluding animation canceling!
But each hit shows up on your death recap as 15k, and you can't do the math to add them together.
SwaminoNowlino wrote: »Strider_Roshin wrote: »@Zheg
Sorry mate :P , I feel the need to respond when people are using poor arguments and no facts. I don't even use this skill and I don't care much about it one way or the other. I'd much rather have blinding flashes back. But when someone is using made up numbers and their "friends opinion" trying to get something nerfed and they are ignoring facts I tend to get upset. I'd defend any skill from any class I feel is not broken.
@Strider_Roshin
3,500 dps average is not broken. Your claims of 40k dmg ticks are flat out false. Rewatch the video frame by frame, add up the dmg ticks. 21k TOTAL, almost half of that was overflow dmg. That's not OP.
Your understanding of the move is false. I'm not referring to how much damage was done in the video and basing the balanced on that. I'm basing on how much damage it typically does by sometime properly geared with a lot of CP. Yes 40k dmg ticks is broken.
Show me a 40k Dmg tick. PROVE IT. Stop making up numbers.
Edit: Also include gear, cp and opponent gear and CP and the Combat log. I am not against nerfs if they are needed. The problem is there is NO PROOF. Every time a thread like this pops up the evidence is missing because it doesn't exist. You just hate the skill and want it nerfed so you can go back to dodgerolling everything.
@AfkNinja Let's help him do some math, since I'm not entirely sure he knows how or know what it is.
Puncturing sweeps hits 4 times over 1.1 seconds. Say each hit does 3k. That equates to 10.9k dps.
I don't have a magicka templar, so a quick Google search showed a 12k tooltip is around average. (We can quibble with the number due to buffs, CP, etc. And the tooltip doesn't equate to actual damage in PVP). It does this damage over like 3 seconds. So without the execution modifier, basic math demonstrates that it does 4k dps. Really OP right?
Now for the execution phase. the tooltip states that it will do up to 300% more damage to targets at low health. 300% of 4k is 12 k dps.... Barely higher than just hitting with sweeps. But, if I sit there and eat the whole thing without blocking, 12k dps over 3 seconds of channel is 36k dps. Comparable to seeps at 10.9k dps * 3 = 32k dps.
On your death recap, each hit of sweeps will tick individually, so the number looks relatively small on the damage, where as RD is a channel and shows up on the death recap all as one thing.
On to something I know about in Executioner. This execute ability also has the 300x damage modifier and also passively increases all 2H damage on your bar! I know in PVE on my stamplar I can hit an Execution for 30k. Cast time is instant and I can also weave light attacks with it. But for the sake of this discussion, we will just count the execution. Assuming its halved in PVP like everything else, and we will even extend the cast to 1 second. That equates to 15k dps. When I multiply this by 3 (the RD channel time), assuming I can hit 3 executions in the same time as one RD channel (I can hit more plus weave in light attacks), that equals 45k dps. For you math whizs, that is 11k more than RD, excluding animation canceling!
But each hit shows up on your death recap as 15k, and you can't do the math to add them together.
SwaminoNowlino wrote: »Strider_Roshin wrote: »@Zheg
Sorry mate :P , I feel the need to respond when people are using poor arguments and no facts. I don't even use this skill and I don't care much about it one way or the other. I'd much rather have blinding flashes back. But when someone is using made up numbers and their "friends opinion" trying to get something nerfed and they are ignoring facts I tend to get upset. I'd defend any skill from any class I feel is not broken.
@Strider_Roshin
3,500 dps average is not broken. Your claims of 40k dmg ticks are flat out false. Rewatch the video frame by frame, add up the dmg ticks. 21k TOTAL, almost half of that was overflow dmg. That's not OP.
Your understanding of the move is false. I'm not referring to how much damage was done in the video and basing the balanced on that. I'm basing on how much damage it typically does by sometime properly geared with a lot of CP. Yes 40k dmg ticks is broken.
Show me a 40k Dmg tick. PROVE IT. Stop making up numbers.
Edit: Also include gear, cp and opponent gear and CP and the Combat log. I am not against nerfs if they are needed. The problem is there is NO PROOF. Every time a thread like this pops up the evidence is missing because it doesn't exist. You just hate the skill and want it nerfed so you can go back to dodgerolling everything.
@AfkNinja Let's help him do some math, since I'm not entirely sure he knows how or know what it is.
Puncturing sweeps hits 4 times over 1.1 seconds. Say each hit does 3k. That equates to 10.9k dps.
I don't have a magicka templar, so a quick Google search showed a 12k tooltip is around average. (We can quibble with the number due to buffs, CP, etc. And the tooltip doesn't equate to actual damage in PVP). It does this damage over like 3 seconds. So without the execution modifier, basic math demonstrates that it does 4k dps. Really OP right?
Now for the execution phase. the tooltip states that it will do up to 300% more damage to targets at low health. 300% of 4k is 12 k dps.... Barely higher than just hitting with sweeps. But, if I sit there and eat the whole thing without blocking, 12k dps over 3 seconds of channel is 36k dps. Comparable to seeps at 10.9k dps * 3 = 32k dps.
On your death recap, each hit of sweeps will tick individually, so the number looks relatively small on the damage, where as RD is a channel and shows up on the death recap all as one thing.
On to something I know about in Executioner. This execute ability also has the 300x damage modifier and also passively increases all 2H damage on your bar! I know in PVE on my stamplar I can hit an Execution for 30k. Cast time is instant and I can also weave light attacks with it. But for the sake of this discussion, we will just count the execution. Assuming its halved in PVP like everything else, and we will even extend the cast to 1 second. That equates to 15k dps. When I multiply this by 3 (the RD channel time), assuming I can hit 3 executions in the same time as one RD channel (I can hit more plus weave in light attacks), that equals 45k dps. For you math whizs, that is 11k more than RD, excluding animation canceling!
But each hit shows up on your death recap as 15k, and you can't do the math to add them together.
I dont particularly feel one way or another bout radiant. I do use it, but I could live without it. But let me just say this, radiant destruction facilitates the owest risk highest reward playstyle that I ever did see. I.e the stand firmly inside your zerg and melt single targets with no risk whatsoever, at the press of a single button templar. No other skill can facilitate that.
I'm for anything that makes life harder for the baddies that choose to play like this. The obvious and simple solution would be to drastically cut the range down, to at the very least within gap closer range. I can't see why anyone but a typical zergplar would be opposed to this.
I dont particularly feel one way or another bout radiant. I do use it, but I could live without it. But let me just say this, radiant destruction facilitates the owest risk highest reward playstyle that I ever did see. I.e the stand firmly inside your zerg and melt single targets with no risk whatsoever, at the press of a single button templar. No other skill can facilitate that.
I'm for anything that makes life harder for the baddies that choose to play like this. The obvious and simple solution would be to drastically cut the range down, to at the very least within gap closer range. I can't see why anyone but a typical zergplar would be opposed to this.
Lord_Dexter wrote: »Lol, radiant destruction stamina morph sounds good....
No nerf....