TequilaFire wrote: »So I shouldn't die to 3 Templars plus x number of buddies.
What I keep reading in these posts.
Only one Templar should be able to use RD at a time and everyone else can't hit me while I am in a Jesus beam.
Did I get it right?
MrGigglypants wrote: »TequilaFire wrote: »So I shouldn't die to 3 Templars plus x number of buddies.
What I keep reading in these posts.
Only one Templar should be able to use RD at a time and everyone else can't hit me while I am in a Jesus beam.
Did I get it right?
No RD should only scale from the cast point. So if you cast it at a player that's 100% health it should only do the tooltip if you cast at a 25% then it should scale from that point or the point of the cast that is. Make sense?
MrGigglypants wrote: »TequilaFire wrote: »So I shouldn't die to 3 Templars plus x number of buddies.
What I keep reading in these posts.
Only one Templar should be able to use RD at a time and everyone else can't hit me while I am in a Jesus beam.
Did I get it right?
No RD should only scale from the cast point. So if you cast it at a player that's 100% health it should only do the tooltip if you cast at a 25% then it should scale from that point or the point of the cast that is. Make sense?
MrGigglypants wrote: »No. WB, Snipe, cloak, Steel Tornado need to be half the tool tip DMG along with a 50% cut to all CC duration except for Templars. That'd be balanced. These are all broken, and to use the most common reverse psychology control method on this forum; "if you don't see it, you lack the minimum of common sense, are a nerd, ugly and extremely unpopular. Now you don't want that do you? So better agree with me...."
God how I despise that kind of rhetorics.
"Low skill" worked out so fine for the healing nerf of Templars in particular, so you are trying that angle here too?
I'd really would like to have a lack of skill discussion in regards, to Snipe, WB and other brainless, spammable skills. That would really be relevant.
You clearly dont use WB its actually a pain to land on decent players give it a go in duels lmk how that works out for you. I didn't say anything about damage nerfs in fact I suggested the opposite. Leave the damage in place but dont let the dot scale from outside of execute range so if you cast it when I'm not in execute it basically doesn't execute. Snipe is snipe good players dont use it and dieing to a snipe after the initial 2 or 3 hit is like dieing to a dark flare.
MrGigglypants wrote: »Refuse2GrowUp wrote: »MrGigglypants wrote: »The problem in my opinion is in its current state it allows for low skill play
This sums up 90% of the skills and play in Cyrodiil. Anyone can spam Spambush, Wrecking Blow, Snipe, Steelnade, Overload, etc. A vast majority of the players I encounter in Cyro have no skill. This skill is no different than the myriad of other mindless spamables in zergfests. There is no easy fix. Don't lose sleep over it.
If you want skilled play, then let's hope ZOS implements arenas soon.
90% of skills are dodgeable. can you imagine the tears if SA or WB were undodgeable?
MrGigglypants wrote: »Lightninvash wrote: »MrGigglypants wrote: »The ability is op in group play and denying It is like denying your own skin color. The problem in my opinion is in its current state it allows for low skill play. When its 2v2 or any XvX scenario all you see is Templars spamming radiant waiting for their buddies to even sniff you under 50%. At which point the execute hits for 9k ticks per second. My suggestion is that the ability should only scale to the point of health it is cast. So if you cast radiant and someone is 100% health it will do the tooltip damage if you cast it and someone is below 25% it will do the full 300% but if you cast it and someone is say 45% if will do the 105% or w/e that scale point is. I think this allows Zos to keep Radiant destructions damage while not allow it to be blatantly spammed.
I'd prefer comments to be realistic we all know they will change the skill eventually the tears are flowing and like anything (Cloak,bolt,bol,DK's) the nerfs will come.
Acknowledging this I think the degree of change is upto the community and at some point if we present a lesser nerf that fixes the problem then we may prevent Templars reverting back to lackluster pvp damage.
ok at 50% you don't get 9k ticks per second. this is a l2p issue. the skill hits low even at 50% hp it starts gaining its strength at 30% or lower like normal executes. the only issue with it is the range it also scales while it is channeling so if you drop to 30% it will tick harder that second. IK mechanics are hard. ijs gap closer bash the whole yellow beam is a dead give away.....
The arrogance of this community is the worst. You just assume everyone is bad dont you? I'm running 2k impen and I have been hit for 9k ticks at 40-45% health which is about 14k or so given in open world I run 30k. You didn't read the entire post otherwise you would understand the concept of XvX tied to an undodgeable ability that will instantly kill you below 30% and tick pretty strong otherwise. I'm not even sayting the damage should be reduced I'm saying if your going to call it an execute it should be used at execute range and not spammed from 100% by 3 or so Templars until their buddies knock you into 40-45% range and you just die.
0% channeled skills/attacks are dodgeable. Why would RD be?MrGigglypants wrote: »90% of skills are dodgeable.
Judging by the tears when RD was fixed to not being dodgeable?MrGigglypants wrote: »can you imagine the tears if SA or WB were undodgeable?
