Recently, I have been experimenting with a Bow centric PVE/PVP playstyle and was reminded of Toxic Barrage's changes some time ago. I understood that channeled beams were not supposed to be dodgeable (PVP environment), as Soul Assault and Radiant Oppression are only blockable (in niche situations, the non-ultimate channels are bashable).
Templar is in a place right now where they are torn between identities which result in some players being very near and dear to Radiant Oppression - it is iconic, class-defining and powerful. This is why I, with deliberation, try to see if a compromise can exist where this skill can be dodgeable. This is indeed a PVP matter, so we need not worry about the PVE side of things, thank goodness. I do not want to foster cross-content player wars with this.
Currently during PVP encounters I find that, especially when outnumbered, a concentration of Radiant Oppressions on a player at 50% or lower HP offers little counterplay unless I can break line of sight (which may not be a luxury in Battleground maps situationally). I can attempt to block them, which basically functions as a slow on ones self and doesn't stop damage from continuing to hit you. Bashing would be more helpful if the cast range wasn't full range (28m).
I want Templar to be strong and full of fantasy flavor, but in essense I don't love the feeling of knowing there are a couple Templars against or on my team "Beam Trolling" players. Circling around, Toxic Barrage used to be similarly oppressive over range (and through terrain), but is now dodgeable. Is there any headway that can result in adjusting this skill so it remains strong but offers more counterplay? Do you feel that it is fine as is? Thanks for the read!
Recently, I have been experimenting with a Bow centric PVE/PVP playstyle and was reminded of Toxic Barrage's changes some time ago. I understood that channeled beams were not supposed to be dodgeable (PVP environment), as Soul Assault and Radiant Oppression are only blockable (in niche situations, the non-ultimate channels are bashable).
Templar is in a place right now where they are torn between identities which result in some players being very near and dear to Radiant Oppression - it is iconic, class-defining and powerful. This is why I, with deliberation, try to see if a compromise can exist where this skill can be dodgeable. This is indeed a PVP matter, so we need not worry about the PVE side of things, thank goodness. I do not want to foster cross-content player wars with this.
Currently during PVP encounters I find that, especially when outnumbered, a concentration of Radiant Oppressions on a player at 50% or lower HP offers little counterplay unless I can break line of sight (which may not be a luxury in Battleground maps situationally). I can attempt to block them, which basically functions as a slow on ones self and doesn't stop damage from continuing to hit you. Bashing would be more helpful if the cast range wasn't full range (28m).
I want Templar to be strong and full of fantasy flavor, but in essense I don't love the feeling of knowing there are a couple Templars against or on my team "Beam Trolling" players. Circling around, Toxic Barrage used to be similarly oppressive over range (and through terrain), but is now dodgeable. Is there any headway that can result in adjusting this skill so it remains strong but offers more counterplay? Do you feel that it is fine as is? Thanks for the read!
Also, obviously any CC would stop the channel
[...]
I think that Radiant Oppression is fine, as is. Especially considering that it's actually quite weak in PvP if it's not being used in Execute range.
Chilly-McFreeze wrote: »Recently, I have been experimenting with a Bow centric PVE/PVP playstyle and was reminded of Toxic Barrage's changes some time ago. I understood that channeled beams were not supposed to be dodgeable (PVP environment), as Soul Assault and Radiant Oppression are only blockable (in niche situations, the non-ultimate channels are bashable).
Templar is in a place right now where they are torn between identities which result in some players being very near and dear to Radiant Oppression - it is iconic, class-defining and powerful. This is why I, with deliberation, try to see if a compromise can exist where this skill can be dodgeable. This is indeed a PVP matter, so we need not worry about the PVE side of things, thank goodness. I do not want to foster cross-content player wars with this.
Currently during PVP encounters I find that, especially when outnumbered, a concentration of Radiant Oppressions on a player at 50% or lower HP offers little counterplay unless I can break line of sight (which may not be a luxury in Battleground maps situationally). I can attempt to block them, which basically functions as a slow on ones self and doesn't stop damage from continuing to hit you. Bashing would be more helpful if the cast range wasn't full range (28m).
I want Templar to be strong and full of fantasy flavor, but in essense I don't love the feeling of knowing there are a couple Templars against or on my team "Beam Trolling" players. Circling around, Toxic Barrage used to be similarly oppressive over range (and through terrain), but is now dodgeable. Is there any headway that can result in adjusting this skill so it remains strong but offers more counterplay? Do you feel that it is fine as is? Thanks for the read!
Also, obviously any CC would stop the channel
[...]
I think that Radiant Oppression is fine, as is. Especially considering that it's actually quite weak in PvP if it's not being used in Execute range.
Obviously an Execute is weak outside of execute range. Yet Beam can be an very oppressive skill above 20%+ health.
BTW CC immunity is a thing.
On the other hand, people would point less fingers on some templar skills, if the animation would actually play before you are death beamed or knocked back via spear. But that's not an exclusive templar issue.
BXR_Lonestar wrote: »Honestly I built a bowplar just for S/G's and I was actually surprised at how effective it was. The ability to drop the balista ult AND dump extra attacks is actually pretty OP on a Plar given that you have the best execute in the game and you have jabs that can deal with close-in threats (and the counter for bow users is often to pressure them by getting close to them). So you can stand back, bait them in with your ranged attacks, pop balista, and before they know what's going on you can hit them with jabs and beam. It was actually pretty fun - but definitely not a common build in Cyro.
Chilly-McFreeze wrote: »Obviously an Execute is weak outside of execute range. Yet Beam can be an very oppressive skill above 20%+ health.
BTW CC immunity is a thing.
On the other hand, people would point less fingers on some templar skills, if the animation would actually play before you are death beamed or knocked back via spear. But that's not an exclusive templar issue.
Chilly-McFreeze wrote: »Recently, I have been experimenting with a Bow centric PVE/PVP playstyle and was reminded of Toxic Barrage's changes some time ago. I understood that channeled beams were not supposed to be dodgeable (PVP environment), as Soul Assault and Radiant Oppression are only blockable (in niche situations, the non-ultimate channels are bashable).
Templar is in a place right now where they are torn between identities which result in some players being very near and dear to Radiant Oppression - it is iconic, class-defining and powerful. This is why I, with deliberation, try to see if a compromise can exist where this skill can be dodgeable. This is indeed a PVP matter, so we need not worry about the PVE side of things, thank goodness. I do not want to foster cross-content player wars with this.
Currently during PVP encounters I find that, especially when outnumbered, a concentration of Radiant Oppressions on a player at 50% or lower HP offers little counterplay unless I can break line of sight (which may not be a luxury in Battleground maps situationally). I can attempt to block them, which basically functions as a slow on ones self and doesn't stop damage from continuing to hit you. Bashing would be more helpful if the cast range wasn't full range (28m).
I want Templar to be strong and full of fantasy flavor, but in essense I don't love the feeling of knowing there are a couple Templars against or on my team "Beam Trolling" players. Circling around, Toxic Barrage used to be similarly oppressive over range (and through terrain), but is now dodgeable. Is there any headway that can result in adjusting this skill so it remains strong but offers more counterplay? Do you feel that it is fine as is? Thanks for the read!
Also, obviously any CC would stop the channel
[...]
I think that Radiant Oppression is fine, as is. Especially considering that it's actually quite weak in PvP if it's not being used in Execute range.
Obviously an Execute is weak outside of execute range. Yet Beam can be an very oppressive skill above 20%+ health.
BTW CC immunity is a thing.
On the other hand, people would point less fingers on some templar skills, if the animation would actually play before you are death beamed or knocked back via spear. But that's not an exclusive templar issue.
"Obviously an Execute is weak outside of execute range. Yet Beam can be an very oppressive skill above 20%+ health. "
This incongruous juxtaposition isn't really helping whatever point you're trying to make here.
"BTW CC immunity is a thing."
And?
This right here is exactly where I'm going. I greatly enjoyed the old Jabs and seeing the class output power being reallocated to a divisive "rulebreaker" skill (its a very cool skill may I add), seems a bit outdated now. The class has plenty of strengths now and the beamer playstyle is sort of an echo of before Templar had some genuinely nice updates. I want to see the whole class feel more solid in other ways such as seeing stronger Jabs or the shield skills.Chilly-McFreeze wrote: »Listen, I've got little issue with Templar but outright downplaying beam does not help those who play against them nor the class itself. Seemingly most of it's power budget went into that skill alone while jabs are left in the gutter.