I mainly do PvE, believe me, this doesn't impact PvE at allDocFrost72 wrote: »Lets not turn this into a PvE rotation, but no you don't reapply shards or entropy, you should be using potions. You reapply vampires bane and wall of elements, proc the spell damage enchantment on your swords. If you're not doing that then you're not doing it right.DocFrost72 wrote: »Radiant channel time is 2.9 seconds, having a cooldown will largely reduce how much damage you are taking by it at one time, unless there are Templars in group specifically timing their beams at the same time. Think about it more logically.DocFrost72 wrote: »Where have I said nerf the damage? I haven't said that once. I said in it's current form how it is behaving, it is clearly over powered, and knowing ZOS, they don't know how to handle things and will give it a damage nerf if the community doesn't agree upon something soon.DocFrost72 wrote: »*Sigh* So I see we went from "let's fix toxic behavior" back to "Nerf RD, it's too powerful".
There's really no having a discussion with you, is there OP? If I recall correctly, you even said you weren't calling for a nerf to the skill and you recognized it's shortcomings, which made it fair play.
But hey, keep farming those easy likes.
Giving it a damage nerf I believe will make the class have less damage than it already does. I'm suggesting a cooldown to reduce the amount of beams on a target at once to give them some breathing room and some time to actually counter it. With doing this I think it is the best way to deal with it, I do like the idea of reduced range too, will stop people from sitting in the back doing nothing but beams.
A cool down will do nothing to stop multiple beams, which is your problem. It will stop beam spam from one person...barely. not to mention ZOS has clearly said they do not want cooldowns, and we can see this by the fact that 90% of in game abilities are instantly cast.
And a cool down will ruin PvE DPS, which you claim you don't want to do.
So no, I don't think you are tackling this situation in a way that fixes something you see as wrong.
You shouldn't really be spamming radiant in PvE in any scenario, you should be keeping your DoTs up and weaving in between, so it wont hurt PvE at all
I'm not reapplying sun fire, entropy, shards etc every 3 seconds, and FENGRUSH is right (oh gods I said it), Cooldowns are not ZOS's MO. And if multiple beamers are hitting you, easy solution. L.O.S.
You know, the way you normally deal with range when already fighting.I do like this idea tooZOS will never implement cooldowns on skills. Best you can hope for in that respect is penalty on recast, which does nothing here.
Take away initial insta tick - scale damage on backend as beam holds to equalize the total DPS (doesnt impact PVE). Lets do it wrobel.
I just think it's hilarious that people are coming in here defending how it works currently like nothing is bad about it, why not also offer solutions to balance it without not having to reduce the damage it does as a whole.I also like this idea.ZOS will never implement cooldowns on skills. Best you can hope for in that respect is penalty on recast, which does nothing here.
Take away initial insta tick - scale damage on backend as beam holds to equalize the total DPS (doesnt impact PVE). Lets do it wrobel.
I think more people need to actually come up with solutions on balancing it out without having to nerf it's damage as a whole
I was more making a point that you have a 6 or 8 or even 12 second cooldown on dots, I don't do templar MDPS. And you made this a PvE discussion by asking for a change to a move. Unless whatever change you apply is only in the battle spirit buff, every change will impact PvE.
And I like Fengrush's idea as well, but if you get 3 beams latched onto you, you're still going to take 3 beams worth of damage all at once, and if you dipped into execute range when any of them was destined to tick, it is still game over.
That said, if you're interested in balancing the move, consider the wide scale applications of a change to any ability in all aspects of the game. I don't dislike you and I don't want you to feel this is personal, but I am defending a move I have literally zero issues with because I learned how to deal with it with my particular build.
PeggymoeXD wrote: »Just lower the range. Too many people spamming that crap from a football field away when I'm at 100%
PeggymoeXD wrote: »Just lower the range. Too many people spamming that crap from a football field away when I'm at 100%
First, all you people thinking that the range is going to turn the tides for some reason ... it's beyond me. You complain about it when you're outnumbered, you think it's going to matter if the templar is 23m away from you instead of 28m? I feel like I'm talking to the same crowd that thought losing barrier and adding VD would make every ball group instantly fall-roll easy to kill. I argued with them (some of this very same crowd actually) for weeks over that until they gave up and realized it wasn't happening.
Second, if jesus beam is meant to be the counter to stam builds, when they can dodge roll and sprint away in seconds, how exactly does the templar (meant to counter them if we buy that theory) keep up? Gap closers are garbage, and in many cases a stam build can spring outside the range of a gap closer. Mist form is lulz for keeping up with a sprinter. Here's a thought to the armchair balancers, maybe the range is meant to ensure that stam builds have a hard time escaping from their counter. Almost all of the changes I've seen suggested do NOTHING to address the outnumbered situations people complain about but greatly impact the 1v1 and small scale encounters where the skill is highly counterable.
caeliusstarbreaker wrote: »PeggymoeXD wrote: »Just lower the range. Too many people spamming that crap from a football field away when I'm at 100%
First, all you people thinking that the range is going to turn the tides for some reason ... it's beyond me. You complain about it when you're outnumbered, you think it's going to matter if the templar is 23m away from you instead of 28m? I feel like I'm talking to the same crowd that thought losing barrier and adding VD would make every ball group instantly fall-roll easy to kill. I argued with them (some of this very same crowd actually) for weeks over that until they gave up and realized it wasn't happening.
Second, if jesus beam is meant to be the counter to stam builds, when they can dodge roll and sprint away in seconds, how exactly does the templar (meant to counter them if we buy that theory) keep up? Gap closers are garbage, and in many cases a stam build can spring outside the range of a gap closer. Mist form is lulz for keeping up with a sprinter. Here's a thought to the armchair balancers, maybe the range is meant to ensure that stam builds have a hard time escaping from their counter. Almost all of the changes I've seen suggested do NOTHING to address the outnumbered situations people complain about but greatly impact the 1v1 and small scale encounters where the skill is highly counterable.
Where is it stated that this skill is meant to be the counter to stam builds?.... By that logic where is the counter to magicka builds?
The difference between 23 and 28 meters is not negligible, however the distance between the actual 23 and 40 are two totally different and paramount discussion.
In respect to different playstyles, Zheg, your particular play style leads Jesus beam to be "highly counterable" where as others it is not. Especially when it's from 40 meters, especially with gap closers being trash atm and especially with how easy it is when interrupted to CC break and recast.
Specifically regarding RD, in this and any meta, and regardless of the numerous other things that need to be fixed, RD should have it's range reduced a bit. It is the longest, undodgeable, highest damage scaling threshold dps/execute ability in the game. It's uniqueness is what leads to it being in need of a slight balancing. It would still every bit as deadly at 23-28 m max... It just shouldn't come with the 40m impunity it does now, large scale small scale or solo.
caeliusstarbreaker wrote: »PeggymoeXD wrote: »Just lower the range. Too many people spamming that crap from a football field away when I'm at 100%
First, all you people thinking that the range is going to turn the tides for some reason ... it's beyond me. You complain about it when you're outnumbered, you think it's going to matter if the templar is 23m away from you instead of 28m? I feel like I'm talking to the same crowd that thought losing barrier and adding VD would make every ball group instantly fall-roll easy to kill. I argued with them (some of this very same crowd actually) for weeks over that until they gave up and realized it wasn't happening.
Second, if jesus beam is meant to be the counter to stam builds, when they can dodge roll and sprint away in seconds, how exactly does the templar (meant to counter them if we buy that theory) keep up? Gap closers are garbage, and in many cases a stam build can spring outside the range of a gap closer. Mist form is lulz for keeping up with a sprinter. Here's a thought to the armchair balancers, maybe the range is meant to ensure that stam builds have a hard time escaping from their counter. Almost all of the changes I've seen suggested do NOTHING to address the outnumbered situations people complain about but greatly impact the 1v1 and small scale encounters where the skill is highly counterable.
Where is it stated that this skill is meant to be the counter to stam builds?.... By that logic where is the counter to magicka builds?
The difference between 23 and 28 meters is not negligible, however the distance between the actual 23 and 40 are two totally different and paramount discussion.
In respect to different playstyles, Zheg, your particular play style leads Jesus beam to be "highly counterable" where as others it is not. Especially when it's from 40 meters, especially with gap closers being trash atm and especially with how easy it is when interrupted to CC break and recast.
Specifically regarding RD, in this and any meta, and regardless of the numerous other things that need to be fixed, RD should have it's range reduced a bit. It is the longest, undodgeable, highest damage scaling threshold dps/execute ability in the game. It's uniqueness is what leads to it being in need of a slight balancing. It would still every bit as deadly at 23-28 m max... It just shouldn't come with the 40m impunity it does now, large scale small scale or solo.
It's the only skill that goes through dodge roll other than vamp drain. It's pretty obvious. If you don't see that, and you don't see the majority of stam builds complaining about the skill, it's going to be very hard to argue this point with you. The counter to magicka builds is physical damage and CC, their stam pool is far lower, their stam regen far lower, and their physical defense far lower.
Again, you're welcome to think the range drop makes a difference, but you're not actually providing solid reasons why when you're heavily outnumbered you'll be able to suddenly live because one of the templars is slightly closer to you. They're still going to jesus beam you, you'll still die. What the range drop does do is impede the 1v1 and small scale fights because you target and address the templar as the need arises, and in those situations the skill (including the range) is very much balanced. Heck, even the people asking for nerfs have mostly agreed that the skill is only over-performing in their eyes when they're heavily outnumbered.
Can you actually make a solid argument for why your survival chances noticeably go up when you're outnumbered and the templar is slightly closer to you? No one here has been able to do it yet. I'm sorry, but when I'm heavily outnumbered the last thing I focus on is random templars trying to jesus beam me in the hopes I can gap close to them. No, I focus on surviving, keeping up a burst rotation and focusing on whoever is lowest health so I can weed out the number advantage. It's a silly argument because I know everyone here plays the same way in those situations, it just seems no one is willing to admit it.
caeliusstarbreaker wrote: »If we take Jesus beam, as is and look at in the real world of cyrodiil.... We have a 40m non ulti dps/execute skill that is not dodgeable, that has an almost immediate dmg tick, that starts ramping up in damage at 50% health.
There is no other skill in the game that functions in this manner. There is no other skill that you can cast with, if you're a smart player, complete impunity with a guaranteed hit on target, that is a non ulti. I'm not saying there is anything wrong with keeping all those mechanics except making those who wield that power to have to come a little bit closer so other classes can come say hello, or run to the hills.
Added: Templars desperately need a CC that goes through dodgeroll/block like every other class, that isn't a ground target aoe. But trying to keep this RD oriented.
PeggymoeXD wrote: »Just lower the range. Too many people spamming that crap from a football field away when I'm at 100%
First, all you people thinking that the range is going to turn the tides for some reason ... it's beyond me. You complain about it when you're outnumbered, you think it's going to matter if the templar is 23m away from you instead of 28m? I feel like I'm talking to the same crowd that thought losing barrier and adding VD would make every ball group instantly fall-roll easy to kill. I argued with them (some of this very same crowd actually) for weeks over that until they gave up and realized it wasn't happening.
Second, if jesus beam is meant to be the counter to stam builds, when they can dodge roll and sprint away in seconds, how exactly does the templar (meant to counter them if we buy that theory) keep up? Gap closers are garbage (particularly toppling charge), and in many cases a stam build can sprint outside the range of a gap closer. Mist form is lulz for keeping up with a sprinter. Here's a thought to the armchair balancers, maybe the range is meant to ensure that stam builds have a hard time escaping from their counter. Almost all of the changes I've seen suggested do NOTHING to address the outnumbered situations people complain about but greatly impact the 1v1 and small scale encounters where the skill is highly counterable.
https://youtu.be/LLpIMRowndg The stupidity of saying this ability is fair and balanced right now is undeniable. The frequency of inital tick and 2nd being within a second of each other when scaling begins at 50% is ***.
Imagine if you used executioner and if their health dropped below 25% within a second a bleed tick hits for full dmg × 330% damage. You have to be in melee range so thats the trade off. Now it scales at 50% so the chance is good you will be below 25% after being hit with the initial execute.
Wont even get into the range.
Now what if they made interrupts independant of cc immunity, like a silence effect. You get bashed, crushing shocked you cant cast anything for 5 seconds. Would make more sense then telling zos to flail around blindly with the nerf bat, as per the norm.https://youtu.be/LLpIMRowndg
Joy_Division wrote: »When other "toxic" and "unthoughtful" and"terrible game design" aspects such as fear, shuffle, bombard, cold harbor siege, insta-stealth, 100% damage avoidance, automatic/unpurgable snares, etc., are also addressed, then I'll be up for a conversation about RD.
Note that we've all agreed that Bombard is a high priority issue as well as RD, and that many of us don't like 100% damage avoidance passive dodge in a game with active dodge. That is an entirely different conversation, though. Also the only unpurgeable snares that I'm aware of are Winterborne and Bahraha's Curse procs. Are you arguing that they are more problematic than RD? We need more snare immunity options for magicka, but that argument isn't related to RD either. "Automatic" snares are....um I'm pretty sure any ability should be automatic is you push the button. Aaaand the rest of your list is constructive to the game aside from some bugs, like failed cc breaks, but that's unrelated too.
Not true. Fighting against 5 dudes all hitting you in melee range is much easier than fighting a couple dudes in melee range with others sitting 30m away beaming you. And Nifty PvPs quite a bit more than you give him credit for. That said, he's an intelligent and accomplished templar player who knows the class well and understands game balance. He's plenty qualified to come in here and comment, and more qualified templar PvPers than he have chimed in support. Did you notice where blab chimed in with exactly the points I said he'd made in my last big "nerf RD" thread, the one where you called me a liar and had your little fit with Zheg?
Pointing out one overperforming skill is not looking to gut a class or neglect other overperforming skills. None of us want to make templar underpowered compared to other classes. Please keep the conversation on track and stop exaggerating.
caeliusstarbreaker wrote: »If we take Jesus beam, as is and look at in the real world of cyrodiil.... We have a 40m non ulti dps/execute skill that is not dodgeable, that has an almost immediate dmg tick, that starts ramping up in damage at 50% health.
There is no other skill in the game that functions in this manner. There is no other skill that you can cast with, if you're a smart player, complete impunity with a guaranteed hit on target, that is a non ulti. I'm not saying there is anything wrong with keeping all those mechanics except making those who wield that power to have to come a little bit closer so other classes can come say hello, or run to the hills.
Added: Templars desperately need a CC that goes through dodgeroll/block like every other class, that isn't a ground target aoe. But trying to keep this RD oriented.
Wrong. Invigorating drain is also an undodgeable channel that is guaranteed to hit. It also gives 15 ulti, heals a good amount, and does dmg.
To your previous post, when you repeat the same false line that RD makes half your health bar meaningless, its difficult to take you seriously. Furthermore, the fotm stam build is bow on back bar for heals and utility so you can dodge and get major expedition. The other kinds of stam builds go bow so they can spam bombard. Though templars can get by, almost every magicka build is forced to go resto staff back bar for heals, so why is it such a stretch to slot poison arrow on a weapon most stam already use to counter ONE skill. Sounds like a choice to me - go full melee and excel at that, or vary your build to have counters but be less efficient. Its almost like ... balance.
Im sorry, but in the middle of a field when you have 10+ people aggrod on you, the templars will be in range to jesus beam you. In fact very few templars will jesus beam at max range because they get snared and their opponent can very easily move out of range. It may seem like every templar is behind a giant zerg at max range spamming only at 100%, but now we're into fantasy.
I agree on the stun. Id circle back to my earlier point of templars lacking tools at range that make it a better choice than jesus beam. They dont have to mobility to keep up, dark flare is made useless by the long cast + flight time + lag, even moreso if theres a single dodgeroll in there, and reflects. People jesus beam for lack of better options at range.
I mainly do PvE, believe me, this doesn't impact PvE at allDocFrost72 wrote: »Lets not turn this into a PvE rotation, but no you don't reapply shards or entropy, you should be using potions. You reapply vampires bane and wall of elements, proc the spell damage enchantment on your swords. If you're not doing that then you're not doing it right.DocFrost72 wrote: »Radiant channel time is 2.9 seconds, having a cooldown will largely reduce how much damage you are taking by it at one time, unless there are Templars in group specifically timing their beams at the same time. Think about it more logically.DocFrost72 wrote: »Where have I said nerf the damage? I haven't said that once. I said in it's current form how it is behaving, it is clearly over powered, and knowing ZOS, they don't know how to handle things and will give it a damage nerf if the community doesn't agree upon something soon.DocFrost72 wrote: »*Sigh* So I see we went from "let's fix toxic behavior" back to "Nerf RD, it's too powerful".
There's really no having a discussion with you, is there OP? If I recall correctly, you even said you weren't calling for a nerf to the skill and you recognized it's shortcomings, which made it fair play.
But hey, keep farming those easy likes.
Giving it a damage nerf I believe will make the class have less damage than it already does. I'm suggesting a cooldown to reduce the amount of beams on a target at once to give them some breathing room and some time to actually counter it. With doing this I think it is the best way to deal with it, I do like the idea of reduced range too, will stop people from sitting in the back doing nothing but beams.
A cool down will do nothing to stop multiple beams, which is your problem. It will stop beam spam from one person...barely. not to mention ZOS has clearly said they do not want cooldowns, and we can see this by the fact that 90% of in game abilities are instantly cast.
And a cool down will ruin PvE DPS, which you claim you don't want to do.
So no, I don't think you are tackling this situation in a way that fixes something you see as wrong.
You shouldn't really be spamming radiant in PvE in any scenario, you should be keeping your DoTs up and weaving in between, so it wont hurt PvE at all
I'm not reapplying sun fire, entropy, shards etc every 3 seconds, and FENGRUSH is right (oh gods I said it), Cooldowns are not ZOS's MO. And if multiple beamers are hitting you, easy solution. L.O.S.
You know, the way you normally deal with range when already fighting.I do like this idea tooZOS will never implement cooldowns on skills. Best you can hope for in that respect is penalty on recast, which does nothing here.
Take away initial insta tick - scale damage on backend as beam holds to equalize the total DPS (doesnt impact PVE). Lets do it wrobel.
I just think it's hilarious that people are coming in here defending how it works currently like nothing is bad about it, why not also offer solutions to balance it without not having to reduce the damage it does as a whole.I also like this idea.ZOS will never implement cooldowns on skills. Best you can hope for in that respect is penalty on recast, which does nothing here.
Take away initial insta tick - scale damage on backend as beam holds to equalize the total DPS (doesnt impact PVE). Lets do it wrobel.
I think more people need to actually come up with solutions on balancing it out without having to nerf it's damage as a whole
I was more making a point that you have a 6 or 8 or even 12 second cooldown on dots, I don't do templar MDPS. And you made this a PvE discussion by asking for a change to a move. Unless whatever change you apply is only in the battle spirit buff, every change will impact PvE.
And I like Fengrush's idea as well, but if you get 3 beams latched onto you, you're still going to take 3 beams worth of damage all at once, and if you dipped into execute range when any of them was destined to tick, it is still game over.
That said, if you're interested in balancing the move, consider the wide scale applications of a change to any ability in all aspects of the game. I don't dislike you and I don't want you to feel this is personal, but I am defending a move I have literally zero issues with because I learned how to deal with it with my particular build.
But no, this is mainly about PvP counters to the skill etc, its largely over performing in there at the moment, and what not. I also like Feng's idea.
I mainly do PvE, believe me, this doesn't impact PvE at allDocFrost72 wrote: »Lets not turn this into a PvE rotation, but no you don't reapply shards or entropy, you should be using potions. You reapply vampires bane and wall of elements, proc the spell damage enchantment on your swords. If you're not doing that then you're not doing it right.DocFrost72 wrote: »Radiant channel time is 2.9 seconds, having a cooldown will largely reduce how much damage you are taking by it at one time, unless there are Templars in group specifically timing their beams at the same time. Think about it more logically.DocFrost72 wrote: »Where have I said nerf the damage? I haven't said that once. I said in it's current form how it is behaving, it is clearly over powered, and knowing ZOS, they don't know how to handle things and will give it a damage nerf if the community doesn't agree upon something soon.DocFrost72 wrote: »*Sigh* So I see we went from "let's fix toxic behavior" back to "Nerf RD, it's too powerful".
There's really no having a discussion with you, is there OP? If I recall correctly, you even said you weren't calling for a nerf to the skill and you recognized it's shortcomings, which made it fair play.
But hey, keep farming those easy likes.
Giving it a damage nerf I believe will make the class have less damage than it already does. I'm suggesting a cooldown to reduce the amount of beams on a target at once to give them some breathing room and some time to actually counter it. With doing this I think it is the best way to deal with it, I do like the idea of reduced range too, will stop people from sitting in the back doing nothing but beams.
A cool down will do nothing to stop multiple beams, which is your problem. It will stop beam spam from one person...barely. not to mention ZOS has clearly said they do not want cooldowns, and we can see this by the fact that 90% of in game abilities are instantly cast.
And a cool down will ruin PvE DPS, which you claim you don't want to do.
So no, I don't think you are tackling this situation in a way that fixes something you see as wrong.
You shouldn't really be spamming radiant in PvE in any scenario, you should be keeping your DoTs up and weaving in between, so it wont hurt PvE at all
I'm not reapplying sun fire, entropy, shards etc every 3 seconds, and FENGRUSH is right (oh gods I said it), Cooldowns are not ZOS's MO. And if multiple beamers are hitting you, easy solution. L.O.S.
You know, the way you normally deal with range when already fighting.I do like this idea tooZOS will never implement cooldowns on skills. Best you can hope for in that respect is penalty on recast, which does nothing here.
Take away initial insta tick - scale damage on backend as beam holds to equalize the total DPS (doesnt impact PVE). Lets do it wrobel.
I just think it's hilarious that people are coming in here defending how it works currently like nothing is bad about it, why not also offer solutions to balance it without not having to reduce the damage it does as a whole.I also like this idea.ZOS will never implement cooldowns on skills. Best you can hope for in that respect is penalty on recast, which does nothing here.
Take away initial insta tick - scale damage on backend as beam holds to equalize the total DPS (doesnt impact PVE). Lets do it wrobel.
I think more people need to actually come up with solutions on balancing it out without having to nerf it's damage as a whole
I was more making a point that you have a 6 or 8 or even 12 second cooldown on dots, I don't do templar MDPS. And you made this a PvE discussion by asking for a change to a move. Unless whatever change you apply is only in the battle spirit buff, every change will impact PvE.
And I like Fengrush's idea as well, but if you get 3 beams latched onto you, you're still going to take 3 beams worth of damage all at once, and if you dipped into execute range when any of them was destined to tick, it is still game over.
That said, if you're interested in balancing the move, consider the wide scale applications of a change to any ability in all aspects of the game. I don't dislike you and I don't want you to feel this is personal, but I am defending a move I have literally zero issues with because I learned how to deal with it with my particular build.
But no, this is mainly about PvP counters to the skill etc, its largely over performing in there at the moment, and what not. I also like Feng's idea.
Feng's as no idea of a magplar!
Don't agree with his post about templar because he doesn't have a character that's a magplar. If you want to agree with some one post then be certain that player as a magplar character in PvP.( that as earned the title captain, at least)
Edit:
No offence!
If your a PvE player then stay out of PvP, and dont make threads about nerfs to a class(in PvP) that you have no idea off.
caeliusstarbreaker wrote: »caeliusstarbreaker wrote: »If we take Jesus beam, as is and look at in the real world of cyrodiil.... We have a 40m non ulti dps/execute skill that is not dodgeable, that has an almost immediate dmg tick, that starts ramping up in damage at 50% health.
There is no other skill in the game that functions in this manner. There is no other skill that you can cast with, if you're a smart player, complete impunity with a guaranteed hit on target, that is a non ulti. I'm not saying there is anything wrong with keeping all those mechanics except making those who wield that power to have to come a little bit closer so other classes can come say hello, or run to the hills.
Added: Templars desperately need a CC that goes through dodgeroll/block like every other class, that isn't a ground target aoe. But trying to keep this RD oriented.
Wrong. Invigorating drain is also an undodgeable channel that is guaranteed to hit. It also gives 15 ulti, heals a good amount, and does dmg.
To your previous post, when you repeat the same false line that RD makes half your health bar meaningless, its difficult to take you seriously. Furthermore, the fotm stam build is bow on back bar for heals and utility so you can dodge and get major expedition. The other kinds of stam builds go bow so they can spam bombard. Though templars can get by, almost every magicka build is forced to go resto staff back bar for heals, so why is it such a stretch to slot poison arrow on a weapon most stam already use to counter ONE skill. Sounds like a choice to me - go full melee and excel at that, or vary your build to have counters but be less efficient. Its almost like ... balance.
Im sorry, but in the middle of a field when you have 10+ people aggrod on you, the templars will be in range to jesus beam you. In fact very few templars will jesus beam at max range because they get snared and their opponent can very easily move out of range. It may seem like every templar is behind a giant zerg at max range spamming only at 100%, but now we're into fantasy.
I agree on the stun. Id circle back to my earlier point of templars lacking tools at range that make it a better choice than jesus beam. They dont have to mobility to keep up, dark flare is made useless by the long cast + flight time + lag, even moreso if theres a single dodgeroll in there, and reflects. People jesus beam for lack of better options at range.
No Zheg.. You're wrong. Invig drain doesn't hit all the categories I mentioned about RD. By your rationale I should be able to argue that Eclipse should hit as hard as surprise attack because they both have vowels in it. I tried to have a amicable and polite conversation with you about the skill....
I even offered you an explanation as to why I believe the change in range would increase survivability overall. Because you don't agree with the notion doesn't mean it's wrong.
But honestly, there was zero reason to continue on to inject your condescending statement of "difficult to take you seriously."
Nevermind the fact that mDK are surviving more, with better heals, running double sword and board. Never mind the fact that Templars can exist just fine without a resto, the only 2 classes that need to run a resto are sorc and nb, which isn't for heals but for the shield. Maybe in VE school they taught you that every magicka class that wants a heal has to run a resto, but that's not the case.
The vast majority of your arguments are convoluted, logically invalid and not even close to sound.
But... Yea keep your crusade going. All the best.
So....we can see from this continuing discussion...that even though people are saying to just nerf the range, they really aren't satisfied with that. As I said before, what they really want is it to be dodgeable. They want to win in an outnumbered fight and they can't. Give an inch, take a mile.
Cinnamon_Spider wrote: »He's speaking from the experiences he's had recently in Cyrodiil and he knows Templar inside and out.
Cinnamon_Spider wrote: »I've been making a point lately of using RD to beam people down from full health to dead and it is ridiculously easy and it can be done from a safe distance. Something needs to change.
DisgracefulMind wrote: »So....we can see from this continuing discussion...that even though people are saying to just nerf the range, they really aren't satisfied with that. As I said before, what they really want is it to be dodgeable. They want to win in an outnumbered fight and they can't. Give an inch, take a mile.
Yeah, dodgeable beam shouldn't happen. Channels shouldn't be dodgeable.
Idk why no one thinks shortening the range will help lol. It would take away the battle spirit range buff and put it in line with gap closer range. Don't see an with that, and I love to use beam xD 6m off of beam would make the world of difference. But meh, this thread has gone off the deep end :'(
PeggymoeXD wrote: »Just lower the range. Too many people spamming that crap from a football field away when I'm at 100%
First, all you people thinking that the range is going to turn the tides for some reason ... it's beyond me. You complain about it when you're outnumbered, you think it's going to matter if the templar is 23m away from you instead of 28m? I feel like I'm talking to the same crowd that thought losing barrier and adding VD would make every ball group instantly fall-roll easy to kill. I argued with them (some of this very same crowd actually) for weeks over that until they gave up and realized it wasn't happening.
Second, if jesus beam is meant to be the counter to stam builds, when they can dodge roll and sprint away in seconds, how exactly does the templar (meant to counter them if we buy that theory) keep up? Gap closers are garbage (particularly toppling charge), and in many cases a stam build can sprint outside the range of a gap closer. Mist form is lulz for keeping up with a sprinter. Here's a thought to the armchair balancers, maybe the range is meant to ensure that stam builds have a hard time escaping from their counter. Almost all of the changes I've seen suggested do NOTHING to address the outnumbered situations people complain about but greatly impact the 1v1 and small scale encounters where the skill is highly counterable.