Burning_Talons 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.
Burning_Talons 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?
Burning_Talons wrote: »Burning_Talons 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
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.Burning_Talons 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.
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.
Burning_Talons 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.
Burning_Talons wrote: »Burning_Talons 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
Burning_Talons wrote: »Burning_Talons 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
Joy_Division wrote: »Burning_Talons wrote: »Burning_Talons 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
Joy_Division wrote: »Burning_Talons wrote: »Burning_Talons 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
Blanket range nerf incoming!
Joy_Division wrote: »Burning_Talons wrote: »Burning_Talons 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
Blanket range nerf incoming!
Or lower radiant's execute range to 20%
You need to look at the big picture.
Joy_Division wrote: »Burning_Talons wrote: »Burning_Talons 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
Blanket range nerf incoming!
Or lower radiant's execute range to 20%
You need to look at the big picture.
Joy_Division wrote: »Burning_Talons wrote: »Burning_Talons 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
Blanket range nerf incoming!
Or lower radiant's execute range to 20%
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.
myrrrorb14_ESO wrote: »Joy_Division wrote: »Burning_Talons wrote: »Burning_Talons 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
Blanket range nerf incoming!
Or lower radiant's execute range to 20%
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!