jwilkins66ub17_ESO wrote: »I understand your argument, even feel your pain. However it's not the most pressing thing as Gap closing Flying DK's are steamrolling PVP now in a kills ratio. And we don't see nowhere near as many Jesus Beam kills as there used to be. Sure they exist even with all the mechanics you mentioned, but nowhere near the impact of all the Stam DK's in everyones's face shooting poison with great symmetry to passives getting multiple kills against other classes.
Also are you also asking for DK's to get nerfed as well, please write that up while you are making suggestions...
timidobserver wrote: »It sounds like you are still trying to do the high damage, high sustain squishy 1vX master build that relies on evasion and dodge rolling to survive. Yes, Templar counter evasion dodge roll builds. This is fine with me.
Either pressure them, los, flee, or swap to a build that can deal with the tiny damage that RD does outside of execute range.
timidobserver wrote: »It sounds like you are still trying to do the high damage, high sustain squishy 1vX master build that relies on evasion and dodge rolling to survive. Yes, Templar counter evasion dodge roll builds. This is fine with me.
Either pressure them, los, flee, or swap to a build that can deal with the tiny damage that RD does outside of execute range.
You did not read and you have it 100% wrong, 7/7 HA, 30K Health, Full Impen.
However in 1vX roll-dodging is still necessary should it be only to free from roots without shuffle/forward momentum or to reposition quicker. Additionally, it does reposition you AND avoid attacks as added benefits, even in Heavy.
But of course, I understand you want your OP skill to remain OP.
jwilkins66ub17_ESO wrote: »I understand your argument, even feel your pain. However it's not the most pressing thing as Gap closing Flying DK's are steamrolling PVP now in a kills ratio. And we don't see nowhere near as many Jesus Beam kills as there used to be. Sure they exist even with all the mechanics you mentioned, but nowhere near the impact of all the Stam DK's in everyones's face shooting poison with great symmetry to passives getting multiple kills against other classes.
Also are you also asking for DK's to get nerfed as well, please write that up while you are making suggestions...
I am not sure to read you right.
Are you talking about class abilities (exclusive) or weapon abilities (accessible to all) ?
Is there a play without counterplay concerning DK ?
If yes I support you.
As a gamer I find pleasure in skillful plays, only possible in a game where PVP balance is taken seriously.
My group of 8 follows Jim's group of 8 which is following Steve's group of 8. Now I have a group of 24 (and can do basic maths!)sirrmattus wrote: »Lol. It's so funny when someone says, 'bash and l2p'. These people are the ones you never see running by themselves or with 1 or 2 other members. To me, 7-20 man groip is no fun, it's unorganized, it's just boring. Optimal group is 3-6 people. I've been saying this for a while zos should implement 8 man group caps. And yes radiant oppression needs to be 22 meters.
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@Wrobel knows very well how OP radian destruction is but he doesnt have the balls to fix it because he is afraid that he will be torn apart from the templar community.
I will quote myself to show you how much exactly this skill is far superior that the others.I play with 7 heavy 36k resistance buffed, 2k critical resistance. Please check the damage of this OP skill.
Dosent death recap display the total damage from all the ticks collectively as 1? I was under the impression it did. If that 17k damage was from 1 tick then ive got nothing to say lol. But somehow it really dosent feel all the painful when im blocking.
@Wrobel knows very well how OP radian destruction is but he doesnt have the balls to fix it because he is afraid that he will be torn apart from the templar community.
I will quote myself to show you how much exactly this skill is far superior that the others.I play with 7 heavy 36k resistance buffed, 2k critical resistance. Please check the damage of this OP skill.
Dosent death recap display the total damage from all the ticks collectively as 1? I was under the impression it did. If that 17k damage was from 1 tick then ive got nothing to say lol. But somehow it really dosent feel all the painful when im blocking.
It shows all ticks as it does with soul strike ultimate. Check the damage of the ultimate, even that it has longer duration and it is ultimate it makes so much less damage than radian destruction.
You can also check the other executes. They did average 3.5k. even if they managed to hit me 3 times, I would take 11k damage. But I doubt they will manage to hit me 3 times because I can dodge or root them or stun them cause they are in my skills range.
@Wrobel knows very well how OP radian destruction is but he doesnt have the balls to fix it because he is afraid that he will be torn apart from the templar community.
I will quote myself to show you how much exactly this skill is far superior that the others.I play with 7 heavy 36k resistance buffed, 2k critical resistance. Please check the damage of this OP skill.
Dosent death recap display the total damage from all the ticks collectively as 1? I was under the impression it did. If that 17k damage was from 1 tick then ive got nothing to say lol. But somehow it really dosent feel all the painful when im blocking.
It shows all ticks as it does with soul strike ultimate. Check the damage of the ultimate, even that it has longer duration and it is ultimate it makes so much less damage than radian destruction.
You can also check the other executes. They did average 3.5k. even if they managed to hit me 3 times, I would take 11k damage. But I doubt they will manage to hit me 3 times because I can dodge or root them or stun them cause they are in my skills range.
Hmm.. If I recall correctly RD does like damage over about 3 seconds. So if I take your last screenie; RD did a total of 17k.
17k/3 = 5.6k/s on average. Im guessing this was when u were close to death. Yeah RD is a strong execute no question. Undodgeable ray of pwnzor. I dont know if its OP though. Personally Id just like to see the range on it shortened.
@Wrobel knows very well how OP radian destruction is but he doesnt have the balls to fix it because he is afraid that he will be torn apart from the templar community.
I will quote myself to show you how much exactly this skill is far superior that the others.I play with 7 heavy 36k resistance buffed, 2k critical resistance. Please check the damage of this OP skill.
Dosent death recap display the total damage from all the ticks collectively as 1? I was under the impression it did. If that 17k damage was from 1 tick then ive got nothing to say lol. But somehow it really dosent feel all the painful when im blocking.
It shows all ticks as it does with soul strike ultimate. Check the damage of the ultimate, even that it has longer duration and it is ultimate it makes so much less damage than radian destruction.
You can also check the other executes. They did average 3.5k. even if they managed to hit me 3 times, I would take 11k damage. But I doubt they will manage to hit me 3 times because I can dodge or root them or stun them cause they are in my skills range.
Hmm.. If I recall correctly RD does like damage over about 3 seconds. So if I take your last screenie; RD did a total of 17k.
17k/3 = 5.6k/s on average. Im guessing this was when u were close to death. Yeah RD is a strong execute no question. Undodgeable ray of pwnzor. I dont know if its OP though. Personally Id just like to see the range on it shortened.
The main issue is the mechanic of the skill. Too noob friendly. The range should be reduced to 15m.
The damage part. I forgot to mention that I am also a vampire, and it is supposed that I have extra damage reduction at low health. The souls striker ultimate is 4 seconds and it hit me for 5.5k and 9k, which in the beset case is 2k dps per second. And this is an ultimate. That is why people say that templars have an ultimate skill (Jesus beam) always on demand.
timidobserver wrote: »timidobserver wrote: »It sounds like you are still trying to do the high damage, high sustain squishy 1vX master build that relies on evasion and dodge rolling to survive. Yes, Templar counter evasion dodge roll builds. This is fine with me.
Either pressure them, los, flee, or swap to a build that can deal with the tiny damage that RD does outside of execute range.
You did not read and you have it 100% wrong, 7/7 HA, 30K Health, Full Impen.
However in 1vX roll-dodging is still necessary should it be only to free from roots without shuffle/forward momentum or to reposition quicker. Additionally, it does reposition you AND avoid attacks as added benefits, even in Heavy.
But of course, I understand you want your OP skill to remain OP.
RD is very strong in the lower threshold of the execute range, but you should be able to theorycraft you way out of it's non-execute range damage.
Jaybe_Mawfaka wrote: »
the meta
mistermutiny89 wrote: »Your constant 20% dodge chance feels like 80%, and your wings reflect nearly everything else forcing us to use the very broken toppling charge and puncturing sweeps which has bugger all range and is easy to get the flank on us.
Go on a wrecking blow spam fest and we won't have the stamina to break free after the third stun. Problem solved.