ForsakenSin wrote: »"I play between 3hours and 4hours every evening. I usually end up with 200-300 kills and 30 deaths. 1 death is caused by a loading screen, 1death is caused by being cced on mount, 1 death is caused by body sliding on the ground after cc breaking too quickly, 1 death is caused by unbreakable fear, 1 death is caused by health desync, 20 deaths are caused by Radiant Destruction and 5 deaths by other random skills. Not even kidding. 2/3 of my death recap is RD on a regular basis."
Just to get this right , your complaining that because of RD you K/D is not as you said 300-10?
So you are that good that OP that nothing can kill you and one thing that apparently can kill you, you want it to be nerferd if that's the case .. " slow clap" for you
Aaaa yes so you are playing StamDK for a stam DK that is able to kill 200-300 people within 3-4h and only die 10 times shouldn't everybody saying that your skills ect are OP and calling it to be nerferd ?
That has to be one of the strongest arguments against a nerf to RD if ever I saw one lol!
ForsakenSin wrote: »"I play between 3hours and 4hours every evening. I usually end up with 200-300 kills and 30 deaths. 1 death is caused by a loading screen, 1death is caused by being cced on mount, 1 death is caused by body sliding on the ground after cc breaking too quickly, 1 death is caused by unbreakable fear, 1 death is caused by health desync, 20 deaths are caused by Radiant Destruction and 5 deaths by other random skills. Not even kidding. 2/3 of my death recap is RD on a regular basis."
Just to get this right , your complaining that because of RD you K/D is not as you said 300-10?
So you are that good that OP that nothing can kill you and one thing that apparently can kill you, you want it to be nerferd if that's the case .. " slow clap" for you
Aaaa yes so you are playing StamDK for a stam DK that is able to kill 200-300 people within 3-4h and only die 10 times shouldn't everybody saying that your skills ect are OP and calling it to be nerferd ?
That has to be one of the strongest arguments against a nerf to RD if ever I saw one lol!
The point that most people don't seem to understand is that a stam build is forced to engage in melee combat (in most scenarios exposing himself to multiple enemies) while the templar can easily stand in the back and spam javelin and beam from 41meters wearing full pve gear and be perfectly fine. Range needs to be adjusted. Nuff said
Yea but like a good player the objective is to kite those players to a space you can engage at your advantage. Those templars are killing you because you are zerg diving without having a build dedicated to doing that, especially as a paper-armor melee attacker.
If 10 templars are spamming dark flare, do you engage still? But because you are a DK with the best reflect in the game, you have the skill slotted to deal with many ranged attacks. The same argument applies in that should dark flare be nerfed if you ate all those spells because you refused to slot your DK wings?
Learn the counters, adapt, and worst case scenario = pick a new build/bar setup.
dodgehopper_ESO wrote: »The point that most people don't seem to understand is that a stam build is forced to engage in melee combat (in most scenarios exposing himself to multiple enemies) while the templar can easily stand in the back and spam javelin and beam from 41meters wearing full pve gear and be perfectly fine. Range needs to be adjusted. Nuff said
Yea but like a good player the objective is to kite those players to a space you can engage at your advantage. Those templars are killing you because you are zerg diving without having a build dedicated to doing that, especially as a paper-armor melee attacker.
If 10 templars are spamming dark flare, do you engage still? But because you are a DK with the best reflect in the game, you have the skill slotted to deal with many ranged attacks. The same argument applies in that should dark flare be nerfed if you ate all those spells because you refused to slot your DK wings?
Learn the counters, adapt, and worst case scenario = pick a new build/bar setup.
Or Defensive posture. Or Block. Or Cleanse (for the debuff). Or interrupt the long animation. Dark Flare has more than one counter or partial-counter as well.
The point that most people don't seem to understand is that a stam build is forced to engage in melee combat (in most scenarios exposing himself to multiple enemies) while the templar can easily stand in the back and spam javelin and beam from 41meters wearing full pve gear and be perfectly fine. Range needs to be adjusted. Nuff said
The point that most people don't seem to understand is that a stam build is forced to engage in melee combat (in most scenarios exposing himself to multiple enemies) while the templar can easily stand in the back and spam javelin and beam from 41meters wearing full pve gear and be perfectly fine. Range needs to be adjusted. Nuff said
The thing everyone seems to have forgotten is if a templar is jesus beaming you from twenty eight meters away its quite simple as a stam character to run.... One meter... In the opposite direction >.>
Do your rally vigor, pot whatever then come back.
When I say that the templar can beam from 41meters away, it doesn't indicate that I fight 41meters away from him. What it means is that he has the possibility to attack someone from 41meters away and with the latency, sometimes the beam will even go further. But I think we both knew what I was reffering to but you were just arguing for the sake of arguing.
The point I am making is that by the time I charge someone in the frontline, first of all, I barely have any time to apply pressure and I must already consider defending myself if the first attack missed. Then by charging in, I am already too close to those pve magplars to even consider running away. All it takes usually is one CC when I'm between 70% and 50% hps and I'm done.
I'll try to think about using vigor, rally and pots. Thanks for the advice. I just realized I don't have Rally on my bar, my Vigor isn't morphed and I'm still using v1 pots.
The point that most people don't seem to understand is that a stam build is forced to engage in melee combat (in most scenarios exposing himself to multiple enemies) while the templar can easily stand in the back and spam javelin and beam from 41meters wearing full pve gear and be perfectly fine. Range needs to be adjusted. Nuff saidThe point that most people don't seem to understand is that a stam build is forced to engage in melee combat (in most scenarios exposing himself to multiple enemies) while the templar can easily stand in the back and spam javelin and beam from 41meters wearing full pve gear and be perfectly fine. Range needs to be adjusted. Nuff said
The thing everyone seems to have forgotten is if a templar is jesus beaming you from twenty eight meters away its quite simple as a stam character to run.... One meter... In the opposite direction >.>
Do your rally vigor, pot whatever then come back.
When I say that the templar can beam from 41meters away, it doesn't indicate that I fight 41meters away from him. What it means is that he has the possibility to attack someone from 41meters away and with the latency, sometimes the beam will even go further. But I think we both knew what I was reffering to but you were just arguing for the sake of arguing.
The point I am making is that by the time I charge someone in the frontline, first of all, I barely have any time to apply pressure and I must already consider defending myself if the first attack missed. Then by charging in, I am already too close to those pve magplars to even consider running away. All it takes usually is one CC when I'm between 70% and 50% hps and I'm done.
I'll try to think about using vigor, rally and pots. Thanks for the advice. I just realized I don't have Rally on my bar, my Vigor isn't morphed and I'm still using v1 pots.
I don't see how a valid point about how to interrupt a skill is arguing for the sake of arguing.
You described a situation in which a templar was standing 41m away from you, the defender, and jesus beaming you behind a pack of his team mates. Whether at max range or almost max range, running away is a very valid strategy to break the channel of rd.
If you are describing a situation where you are focused so badly by a whole pack of enemies that you are unable to run away - that isnt an issue with jesus beam. Thats an issue with being outnumbered.
That response makes it look like youre trying to cover for the fact that you dont have a response.
Mojomonkeyman wrote: »I`m a solo stamina player and make a last attempt in describing my issues with RD to you, the mighty templar defense force:
Let me start with: I`m not invincible. I don`t run any kill counter, but let me just say... I die often in this game, where noone seems to run solo anymore besides me and ZOS favored NBs. Dodgeroll nerf + Block zero regen combined means all my defensive maneuvers have to be timed, since they share the same ressource pool as my offensive maneuvers and my ability to run away.
All players by now should know:
1. You cannot block in ESO PvP except you have a dedicated build for that (which by then would be useless for solo play anyways)
=> Any solo stam player out there HAS to use dodge as a priotity def maneuver (which already has a hefty penalty for repeated use) and just block in emergency cases.
2. Theres a gcd inbetween dodge and the ability to block, means you cannot dodge roll into block without unprotected downtime (I like that actually in a world without RD, it opens up a skillful timing window for opponent`s burst and requires me to prepare for those situatons).
3. The internal block cd is 0.5 sec (means ressources will be charged every 0.5 secs)
Now, just keeping the three above mentioned points in mind, let me explain, why RD is not counterable for me in real pvp scenarios. Imagine a scenario were I see & engage a single magicka templar in open world (super-realistic, i know):
We go at each other, back & forth, then suddenly another opposing play jumps in with a high impact & cc damage ability on me. Let`s say a NB, no problem, happens every day, I break free & dodge roll the follow up dmg to not die to the insane NB burst, refresh both hots....
...and would be rdy to fight back despite taking a medium amount of about 10kish instant damage in the process of being jumped by the NB. Still not a won fight by any means, but a really nice fight that could have just begun.
With RD on the other hand, I am usually already dead before the hots are cycled. All the templar has to do is to press RD somewhere in the process of the NB doing dmg to me and I will explode, since a single lucky NB crit combo will bring me below 50% despite having 2500 impen and despite dodging the follop uw damage.
The GCD between dodge roll & block will sneak in 1, sometimes 2 ticks (lag) of RD execute range damage which is usually between 7k-15k damage. Those ticks are guaranteed, no skill needed, just press the button.
There is no counter to those ticks. Those actions in the above described scenario happen on a daily basis in 2-3 seconds, in which I am snared & stunned & bursted by the second attacker - which would be okay, with skill I can recover even from that, but RD is a total shutdown. Add lag to the scenarios and with some empathy you might feel the frustration I`m experiencing.
Even if I still live and block after 10k (NB) + 7-15k (RD), just blocking RD for 3 secs will cost me 6x 2-3k stam (0,5 sec block charge). You cannot sustain blocking RD, you will die very soon by being stam starved.
I´m not a whiner, if you care, read some of my posts in the stam sorc section begging zos to not make my own class too easy & good. I am interested in challenging, fun & balanced pvp.
RD has no place in the bursty, zergy, buggy & lag ridden pvp environment we have atm. It´s unmitigated ticks are too easy to apply, too high output wise with too much of a range.
I hope some of you are not yet blinded by your own lasershow and can at least agree that there is issues with RD in real world.
Best regards.
Mojomonkeyman wrote: »I`m a solo stamina player and make a last attempt in describing my issues with RD to you, the mighty templar defense force:
Let me start with: I`m not invincible. I don`t run any kill counter, but let me just say... I die often in this game, where noone seems to run solo anymore besides me and ZOS favored NBs. Dodgeroll nerf + Block zero regen combined means all my defensive maneuvers have to be timed, since they share the same ressource pool as my offensive maneuvers and my ability to run away.
All players by now should know:
1. You cannot block in ESO PvP except you have a dedicated build for that (which by then would be useless for solo play anyways)
=> Any solo stam player out there HAS to use dodge as a priotity def maneuver (which already has a hefty penalty for repeated use) and just block in emergency cases.
2. Theres a gcd inbetween dodge and the ability to block, means you cannot dodge roll into block without unprotected downtime (I like that actually in a world without RD, it opens up a skillful timing window for opponent`s burst and requires me to prepare for those situatons).
3. The internal block cd is 0.5 sec (means ressources will be charged every 0.5 secs)
Now, just keeping the three above mentioned points in mind, let me explain, why RD is not counterable for me in real pvp scenarios. Imagine a scenario were I see & engage a single magicka templar in open world (super-realistic, i know):
We go at each other, back & forth, then suddenly another opposing play jumps in with a high impact & cc damage ability on me. Let`s say a NB, no problem, happens every day, I break free & dodge roll the follow up dmg to not die to the insane NB burst, refresh both hots....
...and would be rdy to fight back despite taking a medium amount of about 10kish instant damage in the process of being jumped by the NB. Still not a won fight by any means, but a really nice fight that could have just begun.
With RD on the other hand, I am usually already dead before the hots are cycled. All the templar has to do is to press RD somewhere in the process of the NB doing dmg to me and I will explode, since a single lucky NB crit combo will bring me below 50% despite having 2500 impen and despite dodging the follop uw damage.
The GCD between dodge roll & block will sneak in 1, sometimes 2 ticks (lag) of RD execute range damage which is usually between 7k-15k damage. Those ticks are guaranteed, no skill needed, just press the button.
There is no counter to those ticks. Those actions in the above described scenario happen on a daily basis in 2-3 seconds, in which I am snared & stunned & bursted by the second attacker - which would be okay, with skill I can recover even from that, but RD is a total shutdown. Add lag to the scenarios and with some empathy you might feel the frustration I`m experiencing.
Even if I still live and block after 10k (NB) + 7-15k (RD), just blocking RD for 3 secs will cost me 6x 2-3k stam (0,5 sec block charge). You cannot sustain blocking RD, you will die very soon by being stam starved.
I´m not a whiner, if you care, read some of my posts in the stam sorc section begging zos to not make my own class too easy & good. I am interested in challenging, fun & balanced pvp.
RD has no place in the bursty, zergy, buggy & lag ridden pvp environment we have atm. It´s unmitigated ticks are too easy to apply, too high output wise with too much of a range.
I hope some of you are not yet blinded by your own lasershow and can at least agree that there is issues with RD in real world.
Best regards.
Mojomonkeyman wrote: »I`m a solo stamina player and make a last attempt in describing my issues with RD to you, the mighty templar defense force:
Let me start with: I`m not invincible. I don`t run any kill counter, but let me just say... I die often in this game, where noone seems to run solo anymore besides me and ZOS favored NBs. Dodgeroll nerf + Block zero regen combined means all my defensive maneuvers have to be timed, since they share the same ressource pool as my offensive maneuvers and my ability to run away.
All players by now should know:
1. You cannot block in ESO PvP except you have a dedicated build for that (which by then would be useless for solo play anyways)
=> Any solo stam player out there HAS to use dodge as a priotity def maneuver (which already has a hefty penalty for repeated use) and just block in emergency cases.
2. Theres a gcd inbetween dodge and the ability to block, means you cannot dodge roll into block without unprotected downtime (I like that actually in a world without RD, it opens up a skillful timing window for opponent`s burst and requires me to prepare for those situatons).
3. The internal block cd is 0.5 sec (means ressources will be charged every 0.5 secs)
Now, just keeping the three above mentioned points in mind, let me explain, why RD is not counterable for me in real pvp scenarios. Imagine a scenario were I see & engage a single magicka templar in open world (super-realistic, i know):
We go at each other, back & forth, then suddenly another opposing play jumps in with a high impact & cc damage ability on me. Let`s say a NB, no problem, happens every day, I break free & dodge roll the follow up dmg to not die to the insane NB burst, refresh both hots....
...and would be rdy to fight back despite taking a medium amount of about 10kish instant damage in the process of being jumped by the NB. Still not a won fight by any means, but a really nice fight that could have just begun.
With RD on the other hand, I am usually already dead before the hots are cycled. All the templar has to do is to press RD somewhere in the process of the NB doing dmg to me and I will explode, since a single lucky NB crit combo will bring me below 50% despite having 2500 impen and despite dodging the follop uw damage.
The GCD between dodge roll & block will sneak in 1, sometimes 2 ticks (lag) of RD execute range damage which is usually between 7k-15k damage. Those ticks are guaranteed, no skill needed, just press the button.
There is no counter to those ticks. Those actions in the above described scenario happen on a daily basis in 2-3 seconds, in which I am snared & stunned & bursted by the second attacker - which would be okay, with skill I can recover even from that, but RD is a total shutdown. Add lag to the scenarios and with some empathy you might feel the frustration I`m experiencing.
Even if I still live and block after 10k (NB) + 7-15k (RD), just blocking RD for 3 secs will cost me 6x 2-3k stam (0,5 sec block charge). You cannot sustain blocking RD, you will die very soon by being stam starved.
I´m not a whiner, if you care, read some of my posts in the stam sorc section begging zos to not make my own class too easy & good. I am interested in challenging, fun & balanced pvp.
RD has no place in the bursty, zergy, buggy & lag ridden pvp environment we have atm. It´s unmitigated ticks are too easy to apply, too high output wise with too much of a range.
I hope some of you are not yet blinded by your own lasershow and can at least agree that there is issues with RD in real world.
Best regards.
You're trying to convince people of this; allow me to help.
Imagine is Lethal Arrow was an Execute at 50% of your life instead of a heal debuff; and you could no longer dodge it.
Joy_Division wrote: »Mojomonkeyman wrote: »I`m a solo stamina player and make a last attempt in describing my issues with RD to you, the mighty templar defense force:
Let me start with: I`m not invincible. I don`t run any kill counter, but let me just say... I die often in this game, where noone seems to run solo anymore besides me and ZOS favored NBs. Dodgeroll nerf + Block zero regen combined means all my defensive maneuvers have to be timed, since they share the same ressource pool as my offensive maneuvers and my ability to run away.
All players by now should know:
1. You cannot block in ESO PvP except you have a dedicated build for that (which by then would be useless for solo play anyways)
=> Any solo stam player out there HAS to use dodge as a priotity def maneuver (which already has a hefty penalty for repeated use) and just block in emergency cases.
2. Theres a gcd inbetween dodge and the ability to block, means you cannot dodge roll into block without unprotected downtime (I like that actually in a world without RD, it opens up a skillful timing window for opponent`s burst and requires me to prepare for those situatons).
3. The internal block cd is 0.5 sec (means ressources will be charged every 0.5 secs)
Now, just keeping the three above mentioned points in mind, let me explain, why RD is not counterable for me in real pvp scenarios. Imagine a scenario were I see & engage a single magicka templar in open world (super-realistic, i know):
We go at each other, back & forth, then suddenly another opposing play jumps in with a high impact & cc damage ability on me. Let`s say a NB, no problem, happens every day, I break free & dodge roll the follow up dmg to not die to the insane NB burst, refresh both hots....
...and would be rdy to fight back despite taking a medium amount of about 10kish instant damage in the process of being jumped by the NB. Still not a won fight by any means, but a really nice fight that could have just begun.
With RD on the other hand, I am usually already dead before the hots are cycled. All the templar has to do is to press RD somewhere in the process of the NB doing dmg to me and I will explode, since a single lucky NB crit combo will bring me below 50% despite having 2500 impen and despite dodging the follop uw damage.
The GCD between dodge roll & block will sneak in 1, sometimes 2 ticks (lag) of RD execute range damage which is usually between 7k-15k damage. Those ticks are guaranteed, no skill needed, just press the button.
There is no counter to those ticks. Those actions in the above described scenario happen on a daily basis in 2-3 seconds, in which I am snared & stunned & bursted by the second attacker - which would be okay, with skill I can recover even from that, but RD is a total shutdown. Add lag to the scenarios and with some empathy you might feel the frustration I`m experiencing.
Even if I still live and block after 10k (NB) + 7-15k (RD), just blocking RD for 3 secs will cost me 6x 2-3k stam (0,5 sec block charge). You cannot sustain blocking RD, you will die very soon by being stam starved.
I´m not a whiner, if you care, read some of my posts in the stam sorc section begging zos to not make my own class too easy & good. I am interested in challenging, fun & balanced pvp.
RD has no place in the bursty, zergy, buggy & lag ridden pvp environment we have atm. It´s unmitigated ticks are too easy to apply, too high output wise with too much of a range.
I hope some of you are not yet blinded by your own lasershow and can at least agree that there is issues with RD in real world.
Best regards.
You're trying to convince people of this; allow me to help.
Imagine is Lethal Arrow was an Execute at 50% of your life instead of a heal debuff; and you could no longer dodge it.
As long as I could cleanse it, purge it, heal or shield through the channel, the attacker was rendered immobile and was subject to interruption, then I would be totally fine with your proposed Lethal Arrow. In fact, there are a good number of times that I'd prefer to defend against that Lethal Arrow than the one currently in the game right now.
I am not convinced by the person you are quoted because (s)he claims not to be able to recover from a templar RD attack "in which I am snared & stunned & bursted by the second attacker," when a sorcerer, NB, or stam DK attacker would also be able to finish off the snared & stunned & bursted roll-dodger. In fact, I would rather be on my sorcerer than my templar in such a situation.
Joy_Division wrote: »Mojomonkeyman wrote: »I`m a solo stamina player and make a last attempt in describing my issues with RD to you, the mighty templar defense force:
Let me start with: I`m not invincible. I don`t run any kill counter, but let me just say... I die often in this game, where noone seems to run solo anymore besides me and ZOS favored NBs. Dodgeroll nerf + Block zero regen combined means all my defensive maneuvers have to be timed, since they share the same ressource pool as my offensive maneuvers and my ability to run away.
All players by now should know:
1. You cannot block in ESO PvP except you have a dedicated build for that (which by then would be useless for solo play anyways)
=> Any solo stam player out there HAS to use dodge as a priotity def maneuver (which already has a hefty penalty for repeated use) and just block in emergency cases.
2. Theres a gcd inbetween dodge and the ability to block, means you cannot dodge roll into block without unprotected downtime (I like that actually in a world without RD, it opens up a skillful timing window for opponent`s burst and requires me to prepare for those situatons).
3. The internal block cd is 0.5 sec (means ressources will be charged every 0.5 secs)
Now, just keeping the three above mentioned points in mind, let me explain, why RD is not counterable for me in real pvp scenarios. Imagine a scenario were I see & engage a single magicka templar in open world (super-realistic, i know):
We go at each other, back & forth, then suddenly another opposing play jumps in with a high impact & cc damage ability on me. Let`s say a NB, no problem, happens every day, I break free & dodge roll the follow up dmg to not die to the insane NB burst, refresh both hots....
...and would be rdy to fight back despite taking a medium amount of about 10kish instant damage in the process of being jumped by the NB. Still not a won fight by any means, but a really nice fight that could have just begun.
With RD on the other hand, I am usually already dead before the hots are cycled. All the templar has to do is to press RD somewhere in the process of the NB doing dmg to me and I will explode, since a single lucky NB crit combo will bring me below 50% despite having 2500 impen and despite dodging the follop uw damage.
The GCD between dodge roll & block will sneak in 1, sometimes 2 ticks (lag) of RD execute range damage which is usually between 7k-15k damage. Those ticks are guaranteed, no skill needed, just press the button.
There is no counter to those ticks. Those actions in the above described scenario happen on a daily basis in 2-3 seconds, in which I am snared & stunned & bursted by the second attacker - which would be okay, with skill I can recover even from that, but RD is a total shutdown. Add lag to the scenarios and with some empathy you might feel the frustration I`m experiencing.
Even if I still live and block after 10k (NB) + 7-15k (RD), just blocking RD for 3 secs will cost me 6x 2-3k stam (0,5 sec block charge). You cannot sustain blocking RD, you will die very soon by being stam starved.
I´m not a whiner, if you care, read some of my posts in the stam sorc section begging zos to not make my own class too easy & good. I am interested in challenging, fun & balanced pvp.
RD has no place in the bursty, zergy, buggy & lag ridden pvp environment we have atm. It´s unmitigated ticks are too easy to apply, too high output wise with too much of a range.
I hope some of you are not yet blinded by your own lasershow and can at least agree that there is issues with RD in real world.
Best regards.
You're trying to convince people of this; allow me to help.
Imagine is Lethal Arrow was an Execute at 50% of your life instead of a heal debuff; and you could no longer dodge it.
As long as I could cleanse it, purge it, heal or shield through the channel, the attacker was rendered immobile and was subject to interruption, then I would be totally fine with your proposed Lethal Arrow. In fact, there are a good number of times that I'd prefer to defend against that Lethal Arrow than the one currently in the game right now.
I am not convinced by the person you are quoted because (s)he claims not to be able to recover from a templar RD attack "in which I am snared & stunned & bursted by the second attacker," when a sorcerer, NB, or stam DK attacker would also be able to finish off the snared & stunned & bursted roll-dodger. In fact, I would rather be on my sorcerer than my templar in such a situation.
Mojomonkeyman wrote: »Joy_Division wrote: »Mojomonkeyman wrote: »I`m a solo stamina player and make a last attempt in describing my issues with RD to you, the mighty templar defense force:
Let me start with: I`m not invincible. I don`t run any kill counter, but let me just say... I die often in this game, where noone seems to run solo anymore besides me and ZOS favored NBs. Dodgeroll nerf + Block zero regen combined means all my defensive maneuvers have to be timed, since they share the same ressource pool as my offensive maneuvers and my ability to run away.
All players by now should know:
1. You cannot block in ESO PvP except you have a dedicated build for that (which by then would be useless for solo play anyways)
=> Any solo stam player out there HAS to use dodge as a priotity def maneuver (which already has a hefty penalty for repeated use) and just block in emergency cases.
2. Theres a gcd inbetween dodge and the ability to block, means you cannot dodge roll into block without unprotected downtime (I like that actually in a world without RD, it opens up a skillful timing window for opponent`s burst and requires me to prepare for those situatons).
3. The internal block cd is 0.5 sec (means ressources will be charged every 0.5 secs)
Now, just keeping the three above mentioned points in mind, let me explain, why RD is not counterable for me in real pvp scenarios. Imagine a scenario were I see & engage a single magicka templar in open world (super-realistic, i know):
We go at each other, back & forth, then suddenly another opposing play jumps in with a high impact & cc damage ability on me. Let`s say a NB, no problem, happens every day, I break free & dodge roll the follow up dmg to not die to the insane NB burst, refresh both hots....
...and would be rdy to fight back despite taking a medium amount of about 10kish instant damage in the process of being jumped by the NB. Still not a won fight by any means, but a really nice fight that could have just begun.
With RD on the other hand, I am usually already dead before the hots are cycled. All the templar has to do is to press RD somewhere in the process of the NB doing dmg to me and I will explode, since a single lucky NB crit combo will bring me below 50% despite having 2500 impen and despite dodging the follop uw damage.
The GCD between dodge roll & block will sneak in 1, sometimes 2 ticks (lag) of RD execute range damage which is usually between 7k-15k damage. Those ticks are guaranteed, no skill needed, just press the button.
There is no counter to those ticks. Those actions in the above described scenario happen on a daily basis in 2-3 seconds, in which I am snared & stunned & bursted by the second attacker - which would be okay, with skill I can recover even from that, but RD is a total shutdown. Add lag to the scenarios and with some empathy you might feel the frustration I`m experiencing.
Even if I still live and block after 10k (NB) + 7-15k (RD), just blocking RD for 3 secs will cost me 6x 2-3k stam (0,5 sec block charge). You cannot sustain blocking RD, you will die very soon by being stam starved.
I´m not a whiner, if you care, read some of my posts in the stam sorc section begging zos to not make my own class too easy & good. I am interested in challenging, fun & balanced pvp.
RD has no place in the bursty, zergy, buggy & lag ridden pvp environment we have atm. It´s unmitigated ticks are too easy to apply, too high output wise with too much of a range.
I hope some of you are not yet blinded by your own lasershow and can at least agree that there is issues with RD in real world.
Best regards.
You're trying to convince people of this; allow me to help.
Imagine is Lethal Arrow was an Execute at 50% of your life instead of a heal debuff; and you could no longer dodge it.
As long as I could cleanse it, purge it, heal or shield through the channel, the attacker was rendered immobile and was subject to interruption, then I would be totally fine with your proposed Lethal Arrow. In fact, there are a good number of times that I'd prefer to defend against that Lethal Arrow than the one currently in the game right now.
I am not convinced by the person you are quoted because (s)he claims not to be able to recover from a templar RD attack "in which I am snared & stunned & bursted by the second attacker," when a sorcerer, NB, or stam DK attacker would also be able to finish off the snared & stunned & bursted roll-dodger. In fact, I would rather be on my sorcerer than my templar in such a situation.
I think your tone is a bit too condescending to be taken seriously, but ill try:
I described a 2-3 second window, reading comprehension is win; 2-3 gcd`s which HAVE to be used for break free (1, good luck doing that in one gcd), dodge roll to avoid nb heavy burst (2) and hots (3 & 4). After roll dodge is complete I WILL eat 1-2 ticks RD which are not counterable with purely defensive maneuvers since dodge roll into block will have a 1-2 gcd delay.
I should go aggression mode now to have a chance 1v2 in this meta.
Even if I don`t die during the timing window of death (which isnt really a window if u channel something on the target, that doesnt break on dodge), I can only go for block on low health, channel on me, and delay the inevitable.
All other`s classes & setup`s executes can be countered through another roll dodge or a single timed block. A channel that is just waiting for the target to drop requires me to waste around 6k stam per second, forces me into defensive mode where I want to go aggro and I have to say byebye to regen. I will inevitably lose that fight whereas I have a chance against anything else.
All that in 2-3 seconds.
That`s my complaint.
Joy_Division wrote: »Mojomonkeyman wrote: »Joy_Division wrote: »Mojomonkeyman wrote: »I`m a solo stamina player and make a last attempt in describing my issues with RD to you, the mighty templar defense force:
Let me start with: I`m not invincible. I don`t run any kill counter, but let me just say... I die often in this game, where noone seems to run solo anymore besides me and ZOS favored NBs. Dodgeroll nerf + Block zero regen combined means all my defensive maneuvers have to be timed, since they share the same ressource pool as my offensive maneuvers and my ability to run away.
All players by now should know:
1. You cannot block in ESO PvP except you have a dedicated build for that (which by then would be useless for solo play anyways)
=> Any solo stam player out there HAS to use dodge as a priotity def maneuver (which already has a hefty penalty for repeated use) and just block in emergency cases.
2. Theres a gcd inbetween dodge and the ability to block, means you cannot dodge roll into block without unprotected downtime (I like that actually in a world without RD, it opens up a skillful timing window for opponent`s burst and requires me to prepare for those situatons).
3. The internal block cd is 0.5 sec (means ressources will be charged every 0.5 secs)
Now, just keeping the three above mentioned points in mind, let me explain, why RD is not counterable for me in real pvp scenarios. Imagine a scenario were I see & engage a single magicka templar in open world (super-realistic, i know):
We go at each other, back & forth, then suddenly another opposing play jumps in with a high impact & cc damage ability on me. Let`s say a NB, no problem, happens every day, I break free & dodge roll the follow up dmg to not die to the insane NB burst, refresh both hots....
...and would be rdy to fight back despite taking a medium amount of about 10kish instant damage in the process of being jumped by the NB. Still not a won fight by any means, but a really nice fight that could have just begun.
With RD on the other hand, I am usually already dead before the hots are cycled. All the templar has to do is to press RD somewhere in the process of the NB doing dmg to me and I will explode, since a single lucky NB crit combo will bring me below 50% despite having 2500 impen and despite dodging the follop uw damage.
The GCD between dodge roll & block will sneak in 1, sometimes 2 ticks (lag) of RD execute range damage which is usually between 7k-15k damage. Those ticks are guaranteed, no skill needed, just press the button.
There is no counter to those ticks. Those actions in the above described scenario happen on a daily basis in 2-3 seconds, in which I am snared & stunned & bursted by the second attacker - which would be okay, with skill I can recover even from that, but RD is a total shutdown. Add lag to the scenarios and with some empathy you might feel the frustration I`m experiencing.
Even if I still live and block after 10k (NB) + 7-15k (RD), just blocking RD for 3 secs will cost me 6x 2-3k stam (0,5 sec block charge). You cannot sustain blocking RD, you will die very soon by being stam starved.
I´m not a whiner, if you care, read some of my posts in the stam sorc section begging zos to not make my own class too easy & good. I am interested in challenging, fun & balanced pvp.
RD has no place in the bursty, zergy, buggy & lag ridden pvp environment we have atm. It´s unmitigated ticks are too easy to apply, too high output wise with too much of a range.
I hope some of you are not yet blinded by your own lasershow and can at least agree that there is issues with RD in real world.
Best regards.
You're trying to convince people of this; allow me to help.
Imagine is Lethal Arrow was an Execute at 50% of your life instead of a heal debuff; and you could no longer dodge it.
As long as I could cleanse it, purge it, heal or shield through the channel, the attacker was rendered immobile and was subject to interruption, then I would be totally fine with your proposed Lethal Arrow. In fact, there are a good number of times that I'd prefer to defend against that Lethal Arrow than the one currently in the game right now.
I am not convinced by the person you are quoted because (s)he claims not to be able to recover from a templar RD attack "in which I am snared & stunned & bursted by the second attacker," when a sorcerer, NB, or stam DK attacker would also be able to finish off the snared & stunned & bursted roll-dodger. In fact, I would rather be on my sorcerer than my templar in such a situation.
I think your tone is a bit too condescending to be taken seriously, but ill try:
I described a 2-3 second window, reading comprehension is win; 2-3 gcd`s which HAVE to be used for break free (1, good luck doing that in one gcd), dodge roll to avoid nb heavy burst (2) and hots (3 & 4). After roll dodge is complete I WILL eat 1-2 ticks RD which are not counterable with purely defensive maneuvers since dodge roll into block will have a 1-2 gcd delay.
I should go aggression mode now to have a chance 1v2 in this meta.
Even if I don`t die during the timing window of death (which isnt really a window if u channel something on the target, that doesnt break on dodge), I can only go for block on low health, channel on me, and delay the inevitable.
All other`s classes & setup`s executes can be countered through another roll dodge or a single timed block. A channel that is just waiting for the target to drop requires me to waste around 6k stam per second, forces me into defensive mode where I want to go aggro and I have to say byebye to regen. I will inevitably lose that fight whereas I have a chance against anything else.
All that in 2-3 seconds.
That`s my complaint.
You say I am condescending when you constantly use CAPS (as if those who disagree with you need to somehow be pointed to an obvious truth) and snidely remark that you never come across a single templar in the open world? Pot meet Kettle.
So, how exactly is your roll dodging countering the sorc's curse, inevitable det, and streak combo? Or the dawnbreaker that coming if you are still somehow alive afterward?
Getting jumped by a burst NB while fighting someone else is bad news no matter what class that someone is. Just because it is a templar, doesn't mean it is a death sentence. In the scenario you depicted, I would rather the open world opponent be a templar spamming RD because it is weak against how I would defend myself (either cleanse or burst heal). If the other opponent was a crit cursh spamming DK, I would be in a lot more trouble because I already used a lot of my limited stam breaking free from the NB's gank and dodging her follow-up. You are describing an inconvenient battle situation for your particular and specific build. It's not universally applicable.
You are making the same complaints and arguments that have been repeated ad nauseam since RD had been implemented into the game. It boils down to a desire for a particular build to always be able to conveniently and efficiently defend against all forms of attack. They want to have complete immunity to every single target ability in the game at the press of a button. It is somehow unacceptable or bad balance that some forms of attack are more effective against their builds even though they are weaker against other types of builds. People claim to think Rock-Paper-Scissors is a good idea, but they seem to be much more accepting of Rock-Scissors.
Joy_Division wrote: »Mojomonkeyman wrote: »Joy_Division wrote: »Mojomonkeyman wrote: »I`m a solo stamina player and make a last attempt in describing my issues with RD to you, the mighty templar defense force:
Let me start with: I`m not invincible. I don`t run any kill counter, but let me just say... I die often in this game, where noone seems to run solo anymore besides me and ZOS favored NBs. Dodgeroll nerf + Block zero regen combined means all my defensive maneuvers have to be timed, since they share the same ressource pool as my offensive maneuvers and my ability to run away.
All players by now should know:
1. You cannot block in ESO PvP except you have a dedicated build for that (which by then would be useless for solo play anyways)
=> Any solo stam player out there HAS to use dodge as a priotity def maneuver (which already has a hefty penalty for repeated use) and just block in emergency cases.
2. Theres a gcd inbetween dodge and the ability to block, means you cannot dodge roll into block without unprotected downtime (I like that actually in a world without RD, it opens up a skillful timing window for opponent`s burst and requires me to prepare for those situatons).
3. The internal block cd is 0.5 sec (means ressources will be charged every 0.5 secs)
Now, just keeping the three above mentioned points in mind, let me explain, why RD is not counterable for me in real pvp scenarios. Imagine a scenario were I see & engage a single magicka templar in open world (super-realistic, i know):
We go at each other, back & forth, then suddenly another opposing play jumps in with a high impact & cc damage ability on me. Let`s say a NB, no problem, happens every day, I break free & dodge roll the follow up dmg to not die to the insane NB burst, refresh both hots....
...and would be rdy to fight back despite taking a medium amount of about 10kish instant damage in the process of being jumped by the NB. Still not a won fight by any means, but a really nice fight that could have just begun.
With RD on the other hand, I am usually already dead before the hots are cycled. All the templar has to do is to press RD somewhere in the process of the NB doing dmg to me and I will explode, since a single lucky NB crit combo will bring me below 50% despite having 2500 impen and despite dodging the follop uw damage.
The GCD between dodge roll & block will sneak in 1, sometimes 2 ticks (lag) of RD execute range damage which is usually between 7k-15k damage. Those ticks are guaranteed, no skill needed, just press the button.
There is no counter to those ticks. Those actions in the above described scenario happen on a daily basis in 2-3 seconds, in which I am snared & stunned & bursted by the second attacker - which would be okay, with skill I can recover even from that, but RD is a total shutdown. Add lag to the scenarios and with some empathy you might feel the frustration I`m experiencing.
Even if I still live and block after 10k (NB) + 7-15k (RD), just blocking RD for 3 secs will cost me 6x 2-3k stam (0,5 sec block charge). You cannot sustain blocking RD, you will die very soon by being stam starved.
I´m not a whiner, if you care, read some of my posts in the stam sorc section begging zos to not make my own class too easy & good. I am interested in challenging, fun & balanced pvp.
RD has no place in the bursty, zergy, buggy & lag ridden pvp environment we have atm. It´s unmitigated ticks are too easy to apply, too high output wise with too much of a range.
I hope some of you are not yet blinded by your own lasershow and can at least agree that there is issues with RD in real world.
Best regards.
You're trying to convince people of this; allow me to help.
Imagine is Lethal Arrow was an Execute at 50% of your life instead of a heal debuff; and you could no longer dodge it.
As long as I could cleanse it, purge it, heal or shield through the channel, the attacker was rendered immobile and was subject to interruption, then I would be totally fine with your proposed Lethal Arrow. In fact, there are a good number of times that I'd prefer to defend against that Lethal Arrow than the one currently in the game right now.
I am not convinced by the person you are quoted because (s)he claims not to be able to recover from a templar RD attack "in which I am snared & stunned & bursted by the second attacker," when a sorcerer, NB, or stam DK attacker would also be able to finish off the snared & stunned & bursted roll-dodger. In fact, I would rather be on my sorcerer than my templar in such a situation.
I think your tone is a bit too condescending to be taken seriously, but ill try:
I described a 2-3 second window, reading comprehension is win; 2-3 gcd`s which HAVE to be used for break free (1, good luck doing that in one gcd), dodge roll to avoid nb heavy burst (2) and hots (3 & 4). After roll dodge is complete I WILL eat 1-2 ticks RD which are not counterable with purely defensive maneuvers since dodge roll into block will have a 1-2 gcd delay.
I should go aggression mode now to have a chance 1v2 in this meta.
Even if I don`t die during the timing window of death (which isnt really a window if u channel something on the target, that doesnt break on dodge), I can only go for block on low health, channel on me, and delay the inevitable.
All other`s classes & setup`s executes can be countered through another roll dodge or a single timed block. A channel that is just waiting for the target to drop requires me to waste around 6k stam per second, forces me into defensive mode where I want to go aggro and I have to say byebye to regen. I will inevitably lose that fight whereas I have a chance against anything else.
All that in 2-3 seconds.
That`s my complaint.
You say I am condescending when you constantly use CAPS (as if those who disagree with you need to somehow be pointed to an obvious truth) and snidely remark that you never come across a single templar in the open world? Pot meet Kettle.
So, how exactly is your roll dodging countering the sorc's curse, inevitable det, and streak combo? Or the dawnbreaker that coming if you are still somehow alive afterward?
Getting jumped by a burst NB while fighting someone else is bad news no matter what class that someone is. Just because it is a templar, doesn't mean it is a death sentence. In the scenario you depicted, I would rather the open world opponent be a templar spamming RD because it is weak against how I would defend myself (either cleanse or burst heal). If the other opponent was a crit cursh spamming DK, I would be in a lot more trouble because I already used a lot of my limited stam breaking free from the NB's gank and dodging her follow-up. You are describing an inconvenient battle situation for your particular and specific build. It's not universally applicable.
You are making the same complaints and arguments that have been repeated ad nauseam since RD had been implemented into the game. It boils down to a desire for a particular build to always be able to conveniently and efficiently defend against all forms of attack. They want to have complete immunity to every single target ability in the game at the press of a button. It is somehow unacceptable or bad balance that some forms of attack are more effective against their builds even though they are weaker against other types of builds. People claim to think Rock-Paper-Scissors is a good idea, but they seem to be much more accepting of Rock-Scissors.
And here come Joy again with the argument that on his magplar, he can perfectly counter RD. Wake up. The guy is a stam class who doesn't have shields and who can't afford the magicka on a 4.2k or soon (when DC hits) 5k purge. A stam class is NOT invincible to all attacks. Lightning heavy attacks are probably one of the best counter to dodge rollers combine with a fear bomb, streak, curse, dawnbreaker, fossilize, shards or gap closers. There are a ton of big counters. You, in your templar world, refuse to admit it but the guy is right. RD is the only counter in all the ones I just mentioned that gets you killed every single time without a chance to survive if you get opened by a bursty class which drop you near between 70% and 50% hps left. Why? because if you block, your stamina drains way too quickly since obviously, most people don't run one hand shield tank builds in open world. And because if you try to dodge roll away, he will kill you before you have the time to. And this is coming from a guy who runs 7pc medium and major expedition.
Mojomonkeyman wrote: »I`m a solo stamina player and make a last attempt in describing my issues with RD to you, the mighty templar defense force:
Let me start with: I`m not invincible. I don`t run any kill counter, but let me just say... I die often in this game, where noone seems to run solo anymore besides me and ZOS favored NBs. Dodgeroll nerf + Block zero regen combined means all my defensive maneuvers have to be timed, since they share the same ressource pool as my offensive maneuvers and my ability to run away.
All players by now should know:
1. You cannot block in ESO PvP except you have a dedicated build for that (which by then would be useless for solo play anyways)
=> Any solo stam player out there HAS to use dodge as a priotity def maneuver (which already has a hefty penalty for repeated use) and just block in emergency cases.
2. Theres a gcd inbetween dodge and the ability to block, means you cannot dodge roll into block without unprotected downtime (I like that actually in a world without RD, it opens up a skillful timing window for opponent`s burst and requires me to prepare for those situatons).
3. The internal block cd is 0.5 sec (means ressources will be charged every 0.5 secs)
Now, just keeping the three above mentioned points in mind, let me explain, why RD is not counterable for me in real pvp scenarios. Imagine a scenario were I see & engage a single magicka templar in open world (super-realistic, i know):
We go at each other, back & forth, then suddenly another opposing play jumps in with a high impact & cc damage ability on me. Let`s say a NB, no problem, happens every day, I break free & dodge roll the follow up dmg to not die to the insane NB burst, refresh both hots....
...and would be rdy to fight back despite taking a medium amount of about 10kish instant damage in the process of being jumped by the NB. Still not a won fight by any means, but a really nice fight that could have just begun.
With RD on the other hand, I am usually already dead before the hots are cycled. All the templar has to do is to press RD somewhere in the process of the NB doing dmg to me and I will explode, since a single lucky NB crit combo will bring me below 50% despite having 2500 impen and despite dodging the follop uw damage.
The GCD between dodge roll & block will sneak in 1, sometimes 2 ticks (lag) of RD execute range damage which is usually between 7k-15k damage. Those ticks are guaranteed, no skill needed, just press the button.
There is no counter to those ticks. Those actions in the above described scenario happen on a daily basis in 2-3 seconds, in which I am snared & stunned & bursted by the second attacker - which would be okay, with skill I can recover even from that, but RD is a total shutdown. Add lag to the scenarios and with some empathy you might feel the frustration I`m experiencing.
Even if I still live and block after 10k (NB) + 7-15k (RD), just blocking RD for 3 secs will cost me 6x 2-3k stam (0,5 sec block charge). You cannot sustain blocking RD, you will die very soon by being stam starved.
I´m not a whiner, if you care, read some of my posts in the stam sorc section begging zos to not make my own class too easy & good. I am interested in challenging, fun & balanced pvp.
RD has no place in the bursty, zergy, buggy & lag ridden pvp environment we have atm. It´s unmitigated ticks are too easy to apply, too high output wise with too much of a range.
I hope some of you are not yet blinded by your own lasershow and can at least agree that there is issues with RD in real world.
Best regards.
You're trying to convince people of this; allow me to help.
Imagine is Lethal Arrow was an Execute at 50% of your life instead of a heal debuff; and you could no longer dodge it.
This skill i so broke and ppl *** defend that skill are fu.... exploiters.
Enjoy your spam skill y cun.....
kasa-obake wrote: »
I'll just leave that there..
(Keep in mind that that glorious legate was impersonating Jesus in a zerg, which makes it impossible to bash)
More tears pleaseThis skill i so broke and ppl *** defend that skill are fu.... exploiters.
Enjoy your spam skill y cun.....
I'm glad you're leveling a templar. I can laugh over your dead body when you try doing all of the things you think you can do with jesus beam.