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Make the range of Jesus Beam 18 meters.

  • Minno
    Minno
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    frozywozy wrote: »
    Minno wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.

    All of the dawns wrath tree is 28m range standard. So at what point should the Templar, who has no native mobility, move closer to a target to use RD if his dark flare has longer reach?

    Should the entire max range of dawns wrath tree be reduced for consistency? If so should the other skills receive a boost to dmg/special effects to compensate?

    Even if the range is reduced, we would still see plenty of pve full divines magplars hiding behind 5friends randomly beaming people from full hps in case their target drops down under 40%. But at least it will make it a bit easier for people to get out of range in case of emergency.

    It's so much pressure already to play a melee class without any escape move other than dodge rolling. As soon as you try to engage, you get 3-4 on you. On top of the 41meter beam. Reducing the range sounds legit to me and it wouldn't make stam classes unkillable. It would just give a chance to skilled players to SOMETIMES get away. Right now, it's impossible to get away.

    Your arguments are : "You shouldn't expect to win a 1vX" or "You should not have engaged multiple enemies at once" or "You should not engaged openfield without LoS options".

    What the hell am I supposed to do when all is happening on the map is a huge fight between Aleswell <=> Chalman ? Seeking for small scale PvP is like mining for diamonds nowadays.

    Not sure why "nerf RD" should be the starting conversation for "make 1vx great again". If the zerging has become a huge issue, isolating one toolkit item isn't going to solve it.

    It comes down to how ZOS sees their game. Large scale battles has always been the emphasis but smaller teams should be able to burst down if giving the element of surprise and organizing.

    But with AOEcaps in place, VD set prominence, and prox det, its stacked against smaller groups. Not to mention lack of dynamic pvp objectives and keeps overshadowing landmarks for pvp locale emphasize why people zerg in the first place.

    We need a different discussion that's centered on cyro as a design intent not on individual classes/abilities.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Burning_Talons
    Burning_Talons
    ✭✭✭✭✭
    Minno wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.

    All of the dawns wrath tree is 28m range standard. So at what point should the Templar, who has no native mobility, move closer to a target to use RD if his dark flare has longer reach?

    Should the entire max range of dawns wrath tree be reduced for consistency? If so should the other skills receive a boost to dmg/special effects to compensate?

    @Minno Im a dk I have no mobility, no insta heal or range. Pull it off fine. A templar should have to get close to execute. Danage from afar and slowly push in to execute. Top charge in and boom RD. Should be able to execute from on top of a keep thats just bad design
  • Inarre
    Inarre
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    Minno wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.

    All of the dawns wrath tree is 28m range standard. So at what point should the Templar, who has no native mobility, move closer to a target to use RD if his dark flare has longer reach?

    Should the entire max range of dawns wrath tree be reduced for consistency? If so should the other skills receive a boost to dmg/special effects to compensate?

    @Minno Im a dk I have no mobility, no insta heal or range. Pull it off fine. A templar should have to get close to execute. Danage from afar and slowly push in to execute. Top charge in and boom RD. Should be able to execute from on top of a keep thats just bad design

    DKs as a class are a little underwhelming, so don't get me wrong, i totally get your point, but I think the point was to keep the execute consistent with the skill line... Which is a fair argument and considering DK's dont have an execute it's a strange moment to bring up your point xD

    I think magic dragon knights have a good basic concept, but they need a lot of work, but that shouldn't bring the templar back to suffer with them, au contraire, DKs should be given more to work with (hopefully in keeping with their core concept as a class)
    Edited by Inarre on May 10, 2016 8:07PM
  • dodgehopper_ESO
    dodgehopper_ESO
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    Zheg wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.
    Blab and Jules tried to claim it was the dmg at first. That failed. Range was the next red herring, and as of the new kena thread this morning, we're back to the damage again.

    Fun fact, I'm not defending the SKILL, one I rarely even slot, I'm defending against poorly justified and backed up claims for nerfs, particularly when the reason frequently cited is because the usual suspects want to be able to 1vX on their old stam builds. In addition to getting bone shield in a few weeks. It's silly.

    Is asking for defendable video of the skill overperforming really so much to ask for? That's how ridiculous these discussions are.

    Honestly I'd be happy if they deleted RD and made power of the light a better skill (more like reapers mark), made Explosive Charge work functionally like Ambush (in other words actually work), and made Eclipse an actual reflect that worked (see Reflective Scales). I have other gripes about the class, but if they did those things for my own build I'd be happy to see RD go. I don't slot it either because its not my style. On the other hand I feel sorry for any magplar out there if they kill RD range over this, because vampires bane is a garbage skill, and so is solar barrage. Dark Flare is nice when you're turreting from the back and your opponent doesn't have combat awareness to hit defensive posture or scales. The whole turret playstyle doesn't call to me though, so really you're only going to see me bombing in or going stamplar with the way the game works now, because that is the fun style for me.

    On the matter of RD and commitment I think something is being lost in translation. This skill isolates you, puts you at risk, and costs you stamina to save your butt while casting it (thereby sucking up mag and stam). This skill is a liability if you get isolated, unless you are staring at an opponent who is ready to be dead on the first tick anyway - in which case any execute would do. Dropping range on this skill will essentially mean the devs need to fundamentally change the class, including this whole 'House strategy'. I'm fine with that but I also don't see them doing it. Like I've said before, I like the animation for RD but I could care less about it otherwise. I'd still like to have blinding flashes back, or at least see blazing spear be a real aoe cc.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    ✭✭✭
    Minno wrote: »
    frozywozy wrote: »
    Minno wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.

    All of the dawns wrath tree is 28m range standard. So at what point should the Templar, who has no native mobility, move closer to a target to use RD if his dark flare has longer reach?

    Should the entire max range of dawns wrath tree be reduced for consistency? If so should the other skills receive a boost to dmg/special effects to compensate?

    Even if the range is reduced, we would still see plenty of pve full divines magplars hiding behind 5friends randomly beaming people from full hps in case their target drops down under 40%. But at least it will make it a bit easier for people to get out of range in case of emergency.

    It's so much pressure already to play a melee class without any escape move other than dodge rolling. As soon as you try to engage, you get 3-4 on you. On top of the 41meter beam. Reducing the range sounds legit to me and it wouldn't make stam classes unkillable. It would just give a chance to skilled players to SOMETIMES get away. Right now, it's impossible to get away.

    Your arguments are : "You shouldn't expect to win a 1vX" or "You should not have engaged multiple enemies at once" or "You should not engaged openfield without LoS options".

    What the hell am I supposed to do when all is happening on the map is a huge fight between Aleswell <=> Chalman ? Seeking for small scale PvP is like mining for diamonds nowadays.

    Not sure why "nerf RD" should be the starting conversation for "make 1vx great again". If the zerging has become a huge issue, isolating one toolkit item isn't going to solve it.

    It comes down to how ZOS sees their game. Large scale battles has always been the emphasis but smaller teams should be able to burst down if giving the element of surprise and organizing.

    But with AOEcaps in place, VD set prominence, and prox det, its stacked against smaller groups. Not to mention lack of dynamic pvp objectives and keeps overshadowing landmarks for pvp locale emphasize why people zerg in the first place.

    We need a different discussion that's centered on cyro as a design intent not on individual classes/abilities.

    This is kind of a side topic, but a lot of these set bonus abilities, I really wish they existed as actual skills in the game: like summon centurion, daedroth, etc etc. There are a lot of cool powers in the game that proc that would be really neat as actives. With all the work that goes into designing them why DON'T they do this? A lot of these set abilities can also be unbalanced, and while not viewed from a skill standpoint they effectively fall in as skills.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    Minno wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.

    All of the dawns wrath tree is 28m range standard. So at what point should the Templar, who has no native mobility, move closer to a target to use RD if his dark flare has longer reach?

    Should the entire max range of dawns wrath tree be reduced for consistency? If so should the other skills receive a boost to dmg/special effects to compensate?

    @Minno Im a dk I have no mobility, no insta heal or range. Pull it off fine. A templar should have to get close to execute. Danage from afar and slowly push in to execute. Top charge in and boom RD. Should be able to execute from on top of a keep thats just bad design

    Mages-Fury-Endless-I.jpg
    Edited by Joy_Division on May 10, 2016 9:24PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Firerock2
    Firerock2
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    Minno wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.

    All of the dawns wrath tree is 28m range standard. So at what point should the Templar, who has no native mobility, move closer to a target to use RD if his dark flare has longer reach?

    Should the entire max range of dawns wrath tree be reduced for consistency? If so should the other skills receive a boost to dmg/special effects to compensate?

    @Minno Im a dk I have no mobility, no insta heal or range. Pull it off fine. A templar should have to get close to execute. Danage from afar and slowly push in to execute. Top charge in and boom RD. Should be able to execute from on top of a keep thats just bad design

    That's a stupid idea, if you RD at a close range you will get bashed by any decent player and then you will be open to attack. I don't think you know how channels work.
    Edited by Firerock2 on May 10, 2016 9:33PM
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Minno wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.

    All of the dawns wrath tree is 28m range standard. So at what point should the Templar, who has no native mobility, move closer to a target to use RD if his dark flare has longer reach?

    Should the entire max range of dawns wrath tree be reduced for consistency? If so should the other skills receive a boost to dmg/special effects to compensate?

    @Minno Im a dk I have no mobility, no insta heal or range. Pull it off fine. A templar should have to get close to execute. Danage from afar and slowly push in to execute. Top charge in and boom RD. Should be able to execute from on top of a keep thats just bad design

    Mages-Fury-Endless-I.jpg

    Blanket range nerf incoming!
    Edited by Minno on May 10, 2016 9:33PM
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • KenaPKK
    KenaPKK
    ✭✭✭✭✭
    ✭✭
    Minno wrote: »
    Minno wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.

    All of the dawns wrath tree is 28m range standard. So at what point should the Templar, who has no native mobility, move closer to a target to use RD if his dark flare has longer reach?

    Should the entire max range of dawns wrath tree be reduced for consistency? If so should the other skills receive a boost to dmg/special effects to compensate?

    @Minno Im a dk I have no mobility, no insta heal or range. Pull it off fine. A templar should have to get close to execute. Danage from afar and slowly push in to execute. Top charge in and boom RD. Should be able to execute from on top of a keep thats just bad design

    Mages-Fury-Endless-I.jpg

    Blanket range nerf incoming!

    Or lower radiant's execute range to 20% :wink:

    You need to look at the big picture.
    Edited by KenaPKK on May 10, 2016 9:47PM
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • AfkNinja
    AfkNinja
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    KenaPKK wrote: »
    Minno wrote: »
    Minno wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.

    All of the dawns wrath tree is 28m range standard. So at what point should the Templar, who has no native mobility, move closer to a target to use RD if his dark flare has longer reach?

    Should the entire max range of dawns wrath tree be reduced for consistency? If so should the other skills receive a boost to dmg/special effects to compensate?

    @Minno Im a dk I have no mobility, no insta heal or range. Pull it off fine. A templar should have to get close to execute. Danage from afar and slowly push in to execute. Top charge in and boom RD. Should be able to execute from on top of a keep thats just bad design

    Mages-Fury-Endless-I.jpg

    Blanket range nerf incoming!

    Or lower radiant's execute range to 20% :wink:

    You need to look at the big picture.

    The damage already barely scales until 30% , it's a DPS loss over other better skills until 30%.
  • Minno
    Minno
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    ✭✭✭✭✭
    KenaPKK wrote: »
    Minno wrote: »
    Minno wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.

    All of the dawns wrath tree is 28m range standard. So at what point should the Templar, who has no native mobility, move closer to a target to use RD if his dark flare has longer reach?

    Should the entire max range of dawns wrath tree be reduced for consistency? If so should the other skills receive a boost to dmg/special effects to compensate?

    @Minno Im a dk I have no mobility, no insta heal or range. Pull it off fine. A templar should have to get close to execute. Danage from afar and slowly push in to execute. Top charge in and boom RD. Should be able to execute from on top of a keep thats just bad design

    Mages-Fury-Endless-I.jpg

    Blanket range nerf incoming!

    Or lower radiant's execute range to 20% :wink:

    You need to look at the big picture.

    Then if execute range is lowered, please provide passives to be consistent with other executes:
    - passive that adds a unique execute mechanic like sorc's "Gives all Shock spells a 6% chance to instantly disintegrate low Health targets, dealing [x] Shock Damage"
    - chance to return resources on kill
    - similar mechanic to 2hander "Spin around and strike an enemy down, dealing [x] Physical Damage plus up to 300% more against enemies with less than 50% Health.
    While slotted, Two-Handed abilities deal 18% extra damage to low health targets.
    While slotted: Weapon abilities deal more damage to low health targets.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • AfkNinja
    AfkNinja
    ✭✭✭✭✭
    Also it's not meant to be purely an execute. It's Magplar's counter for DK wings and dodgerollers. It's meant to do average to low sustained dmg until 30% when it ramps up into an execute.
  • myrrrorb14_ESO
    myrrrorb14_ESO
    ✭✭✭✭✭
    Minno wrote: »
    KenaPKK wrote: »
    Minno wrote: »
    Minno wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.

    All of the dawns wrath tree is 28m range standard. So at what point should the Templar, who has no native mobility, move closer to a target to use RD if his dark flare has longer reach?

    Should the entire max range of dawns wrath tree be reduced for consistency? If so should the other skills receive a boost to dmg/special effects to compensate?

    @Minno Im a dk I have no mobility, no insta heal or range. Pull it off fine. A templar should have to get close to execute. Danage from afar and slowly push in to execute. Top charge in and boom RD. Should be able to execute from on top of a keep thats just bad design

    Mages-Fury-Endless-I.jpg

    Blanket range nerf incoming!

    Or lower radiant's execute range to 20% :wink:

    You need to look at the big picture.

    Then if execute range is lowered, please provide passives to be consistent with other executes:
    - passive that adds a unique execute mechanic like sorc's "Gives all Shock spells a 6% chance to instantly disintegrate low Health targets, dealing [x] Shock Damage"
    - chance to return resources on kill
    - similar mechanic to 2hander "Spin around and strike an enemy down, dealing [x] Physical Damage plus up to 300% more against enemies with less than 50% Health.
    While slotted, Two-Handed abilities deal 18% extra damage to low health targets.
    While slotted: Weapon abilities deal more damage to low health targets.

    I like it. That would be awesome!
  • AfkNinja
    AfkNinja
    ✭✭✭✭✭
    Minno wrote: »
    KenaPKK wrote: »
    Minno wrote: »
    Minno wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    Same as Impale.

    That way, we can actually use all of the counterplay that ZOS says the skill has -- "just interrupt them!"

    Perhaps even reduce the execute range to 25%.

    Problem solved.

    FFS, do we really need another one of these threads?

    You're trying to make jesus beam like impale, and when was the last time you actually used impale on your bars in pvp? Right, that's what I thought.

    First, it was Jules' thread saying jesus beam does too much damage at high health and I don't want to have to change my build in any way (ironically enough in her vid last week about lag she was jesus beamed at full health multiple times and it did jack to her). Now that that's failed, we're trying for range too? I have zero problems combating jesus beam when I pvp. Zero. I find it hilarious that so many l33t players claim to have so much trouble with such a highly counterable skill.

    @Zheg you are really trying hard to defend this skill huh? I mean the only thing wring with it is the range that it. Nerf range boom easy fix.

    All of the dawns wrath tree is 28m range standard. So at what point should the Templar, who has no native mobility, move closer to a target to use RD if his dark flare has longer reach?

    Should the entire max range of dawns wrath tree be reduced for consistency? If so should the other skills receive a boost to dmg/special effects to compensate?

    @Minno Im a dk I have no mobility, no insta heal or range. Pull it off fine. A templar should have to get close to execute. Danage from afar and slowly push in to execute. Top charge in and boom RD. Should be able to execute from on top of a keep thats just bad design

    Mages-Fury-Endless-I.jpg

    Blanket range nerf incoming!

    Or lower radiant's execute range to 20% :wink:

    You need to look at the big picture.

    Then if execute range is lowered, please provide passives to be consistent with other executes:
    - passive that adds a unique execute mechanic like sorc's "Gives all Shock spells a 6% chance to instantly disintegrate low Health targets, dealing [x] Shock Damage"
    - chance to return resources on kill
    - similar mechanic to 2hander "Spin around and strike an enemy down, dealing [x] Physical Damage plus up to 300% more against enemies with less than 50% Health.
    While slotted, Two-Handed abilities deal 18% extra damage to low health targets.
    While slotted: Weapon abilities deal more damage to low health targets.

    I like it. That would be awesome!

    They can't do that, the goal is to make sure Templar's are kill fodder like before.
  • a1i3nz
    a1i3nz
    ✭✭✭✭
    I hear their giving RD a stun and empower xD
  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    The problem i see with skill is that when you face group, all beambots need to do is press 1 button every 3 sec and not to do anything else. This is rudiculously ***.
    Edited by Cinbri on May 11, 2016 8:35AM
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