@FENGRUSH, @Zheg and others,
We have to be careful here as well - I see you discussing the speed at which the first tick applies and the victim's available reaction time, but as it functions currently, it's nearly identical to the way Executioner/Slice functions.
What is true for RD is true for all executes - they have to be fast and minimize reaction time, otherwise they will hardly ever have the intended effect due to the speed at which Rally or BoL etc can burst heal back above execute threshold.
The first tick of RD occurs at the exact instant that the beam visual propagates. HOWEVER, there is a wind-up character animation that plays before either of those things occur. If you fight a Templar 1v1 you will see this very clearly.
You can no more easily avoid Executioner than RD if you don't pre-empt it. If you enter execute range, you better be in defensive mode. It's safer to just know that if you are fighting a good player and you drop to 30% HP, they are going to execute you.
As with other aspects of RD, if you monkey with the time that elapses from button press to damage output, you will probably destroy RD as a functional execute and it will become nothing but a potato spell once again.
@FENGRUSH, @Zheg and others,
We have to be careful here as well - I see you discussing the speed at which the first tick applies and the victim's available reaction time, but as it functions currently, it's nearly identical to the way Executioner/Slice functions.
What is true for RD is true for all executes - they have to be fast and minimize reaction time, otherwise they will hardly ever have the intended effect due to the speed at which Rally or BoL etc can burst heal back above execute threshold.
The first tick of RD occurs at the exact instant that the beam visual propagates. HOWEVER, there is a wind-up character animation that plays before either of those things occur. If you fight a Templar 1v1 you will see this very clearly.
You can no more easily avoid Executioner than RD if you don't pre-empt it. If you enter execute range, you better be in defensive mode. It's safer to just know that if you are fighting a good player and you drop to 30% HP, they are going to execute you.
As with other aspects of RD, if you monkey with the time that elapses from button press to damage output, you will probably destroy RD as a functional execute and it will become nothing but a potato spell once again.
You cant look through crowds to see templars who are about to radiant you. There is no reaction. Executioner from 2H has to be used at melee range, and is not channeled. Its a great skill - but you will likely expect a 2hander in melee range of you to execute you when you get low. It also doesnt go through roll dodge and carry as you use *whatever escape*.
Were not really talking about 1v1 here - thats not the application that is relevant. Its also not the only thing to consider in balancing any skill. This skill is meant to be used and is most effective with groups. While someone else is throwing on damage, the beam ques up to hit as they are under pressure and burn them for execute. Sure, its good and relevant in 1v1 too. Its terrible to face for a stam sorc when a javelin/meteor/dark flare/beam come together. It doesnt feel very good at all on a class without a burst heal/shield /mending - but thats not what this discussion is about. Its about making beam a realistic unique execute that keeps its strengths but realistic in general XvX pvp. I dont think it is today.
@Joy_Division does his homework
@Joy_Division missed the point completely. You said in Legend guild chat at duels back when I was officer that you didn't know why magplar had buffs coming with Thieves Guild and that you thought it was balanced before those buffs.
Joy is twisting it to suggest that I said you want RD to be dodgeable now. Idk how that jump in logic is made, and idk why quoting the opinion of an expert at a class is so taboo.
Also I'll warn you against associating the length of a presentation with its accuracy or trustworthiness.
Ah I didn't read a lot of the posts on here. I just found it interesting that he went back to a lot of my comments, that's all.
Fixing/buffing purge seems to be popular. I wonder how many would still call for nerfs if purge was just buffed into usefulness. That may be one of the big gaps of disagreement here. I see no need for nerfs (among other reasons) because i have purify, GG. If purge was cheaper/better and more people were able to find jesus beam not so bad as a result, that seems like the better course to me. If you choose not to run a buffed purge, thats your choice and on you - i choose not to run defensive posture and accept the results, you should too.
Then the skill needs to be scrapped. With that suggested change it would need to be instant cast or it would be worse than impale - a skill few nb even find value in running. Youd need to compensate templar damage elsewhere, and add viable counters to stam rolly pollies on other fronts. Sounds like a fail of a change.
Again, we dont need more damage. What we need is buff for our underwhelming and outdated abilities, so remove beam and buff our utility skills instead for trade off. Primarily Blazing Shield, Radiant Aura, Eclipse, Solar Barrage and Healing Ritual. Also BRING BACK BLINDING FLASHES!
Counterplay to beam is focused in two class abilities, crushing shock, venom arrow, bashing, and LoS.
@KenaPKK those may be the explicit counters to the beam itself, but in reality 99.9% of the time any ranged CC will do the trick. Whenever someone opens a beam on me, I immediately block-cast a Javelin in their face. I actually prefer this because it creates a longer window of time for me to counter or run away before they can beam me again. Regular interrupts or bashing don't necessarily stop them from spamming.
If you don't want to slot an interrupt, just figure out which ranged CC you like and use that. Then once you realize how effective it is for countering RD, you can share the good news with all the other haters and one day we can stop seeing these RD nerf threads.
I still think a range(distance) reduction on RD is a bad solution because ranged Templars have no escape or re-positioning ability. Magblades can deal with their short execute distance because Cloak, Crippling Grasp, Shadow Image, etc. For a ranged Templar to have a chance at using casted and channeled attacks, they need to use distance to their advantage.
I would entertain the thought of reducing the execute threshold to 25% if the base damage/DPS were increased significantly and the bonus % reduced proportionally. Again, because it's channeled and limits movement speed, it needs to be appropriately rewarding to use it.
Channeled does in fact make you vulnerable, i know its hard for other classes to get because so few have casted or channeled abilities, but channeled skills are not fun.
People think it's easy to land a kill with Radiant. They say it is a skillless one-button win ability, but it's not. It takes proper timing and situational awareness.
But they say that in outnumbered situations or in zergs that it is unbalanced. And I would still argue that in outnumbered situations, you are likely to die anyway.
And if the problem is the range of Radiant, then reduce the range to that of gap closers so that you can interrupt the caster.
Otherwise, build better or drag the players out to a more even numbered fight depending on your skill.
@Zheg @maxjapank if the execute threshold is 25% and you use the ability at 25%, they'll almost always just die, especially with the initial tick that hits as the animation starts. Killing the target will end the channel ya know, and killing people with beam happens really quickly when you use your execute properly.
@Zheg @maxjapank if the execute threshold is 25% and you use the ability at 25%, they'll almost always just die, especially with the initial tick that hits as the animation starts. Killing the target will end the channel ya know, and killing people with beam happens really quickly when you use your execute properly.
Actually... killing the target does NOT end the channel :P I can't tell you how many times my beam lingers for the full duration on a dead body if I don't cancel it myself.
Yes, they are most likely going to die, but there are also many times where they are healed up and now you've been channeling something making yourself vulnerable to someone else's incoming attacks (or theirs). The skill also slows your character while channeling, not so fun in the current meta where you're snared more often than not by regular abilities.
@Zheg @maxjapank if the execute threshold is 25% and you use the ability at 25%, they'll almost always just die, especially with the initial tick that hits as the animation starts. Killing the target will end the channel ya know, and killing people with beam happens really quickly when you use your execute properly.
Actually... killing the target does NOT end the channel :P I can't tell you how many times my beam lingers for the full duration on a dead body if I don't cancel it myself.
Yes, they are most likely going to die, but there are also many times where they are healed up and now you've been channeling something making yourself vulnerable to someone else's incoming attacks (or theirs). The skill also slows your character while channeling, not so fun in the current meta where you're snared more often than not by regular abilities.
Again. Spoken like someone who plays a Magicka Templar. As I'd expect.
@Zheg Don't you get tired of people posting who don't know jack $%&# about the class?
RD seems to be getting worse every time I log on. It really is out of control. Does everyone have a Templar alt?
Should be dodgeable if it hits above 20%, undodgeable it it hits below 20%.
^^ Can confirm - the number of times I get simultaneously RD hit by 4 or 5 different people in Alchuri's group well above 50% HP while the entire damn group chases me down 1v15. Admittedly the 5 RD's I don't mind until the other 10 players reach me...People think it's easy to land a kill with Radiant. They say it is a skillless one-button win ability, but it's not. It takes proper timing and situational awareness.
Using it in outnumbered situations does not require timing and situational awareness if you're far enough away where you can't be punished for being a potato. It's a hole in the skill floor of the skill. That is the problem.
I'd happily take that if it means people stop complaining about RD as well. Pretty much all my kills are from only 1-2 RD ticks which any other execute (if a magplar had one) would have worked just as well.
From my experience, killing _should_ end the channel but I often find with lag if the player dies somewhere between me requesting the cast, the server receiving the request to cast, and my client then acknowledging and starting to beam (assuming that's what happens on the technical side), I'll keep beaming the dead body and have to manually cancel it. Having 300+ms ping, this occurs more than I'd prefer.@Zheg @maxjapank if the execute threshold is 25% and you use the ability at 25%, they'll almost always just die, especially with the initial tick that hits as the animation starts. Killing the target will end the channel ya know, and killing people with beam happens really quickly when you use your execute properly.
Actually... killing the target does NOT end the channel :P I can't tell you how many times my beam lingers for the full duration on a dead body if I don't cancel it myself.
Yes, they are most likely going to die, but there are also many times where they are healed up and now you've been channeling something making yourself vulnerable to someone else's incoming attacks (or theirs). The skill also slows your character while channeling, not so fun in the current meta where you're snared more often than not by regular abilities.
Again. Spoken like someone who plays a Magicka Templar. As I'd expect.
@Zheg Don't you get tired of people posting who don't know jack $%&# about the class?
If I can't speak against beam because I'm not a Templar player, then you and Zheg as a Templar players may not speak in its defense because bias. Identical and equally poor logic. Also notice the more experienced Templars than Zheg speaking in favor of a buff in this thread, including the OP. Idk who you are because I can't see signatures.
This is a bug that I have not seen in Cyrodiil ever and which has never come up in conversation, and I know a lot of excellent Templars with more comprehensive experience than Zheg. If it truly exists, though, then it is a bug and does not influence balance discussions. Have it fixed.
Regardless, you need to face my arguments regarding the skill if you wish to salvage your place here. Stop sidetracking the discussion and trying to make it personal.
Overload isn't an execute.you say L2P but really, it's the ones sitting in the back hitting 1 button for their day in Cyrodill. Those are the ones who need to L2P and stop with terrible game play.Oh fuxxake. Lol. L2P
The one standing in the back? Do you mean the ones working siege?I also agreejust make it 15m like the NB execute.... if they wanna hit me for 15k then i want them to be next to me
RD seems to be getting worse every time I log on. It really is out of control. Does everyone have a Templar alt?
Should be dodgeable if it hits above 20%, undodgeable it it hits below 20%.