A range of 10-14 meters, which will make the skill not affected by "Reach" in PvP is plenty of distance for PvE.timidobserver wrote: »I'm honestly not one for nerfs. It something has to be done about Radiant. I mainly play stamplar and magplar.
RD, when someone is at 30% health is almost instant death. Now, skills such as reverse slice can maybe one shot people at that low. Thing is, it's melee range and can be dodged.
Radiant's range really does need nerfing. You can't even escape a group reliably if one guy has Radiant. Just keep spamming it on and as soon as someone else hits you, game over. I think a range reduction would work, without really hurting pve at all.
A range reduction would cause issues for some builds in PvE just because the execute range would have a shorter range than some skills. That is the issue with how balancing is done in this game. Templar is not a top PvE DPS ATM, which means that they don't deserve even the smallest nerf to their DPS skills, but PvP balancing would require them to eat the nerf anyway.
A range of 10-14 meters, which will make the skill not affected by "Reach" in PvP is plenty of distance for PvE.timidobserver wrote: »I'm honestly not one for nerfs. It something has to be done about Radiant. I mainly play stamplar and magplar.
RD, when someone is at 30% health is almost instant death. Now, skills such as reverse slice can maybe one shot people at that low. Thing is, it's melee range and can be dodged.
Radiant's range really does need nerfing. You can't even escape a group reliably if one guy has Radiant. Just keep spamming it on and as soon as someone else hits you, game over. I think a range reduction would work, without really hurting pve at all.
A range reduction would cause issues for some builds in PvE just because the execute range would have a shorter range than some skills. That is the issue with how balancing is done in this game. Templar is not a top PvE DPS ATM, which means that they don't deserve even the smallest nerf to their DPS skills, but PvP balancing would require them to eat the nerf anyway.
A range of 10-14 meters, which will make the skill not affected by "Reach" in PvP is plenty of distance for PvE.timidobserver wrote: »I'm honestly not one for nerfs. It something has to be done about Radiant. I mainly play stamplar and magplar.
RD, when someone is at 30% health is almost instant death. Now, skills such as reverse slice can maybe one shot people at that low. Thing is, it's melee range and can be dodged.
Radiant's range really does need nerfing. You can't even escape a group reliably if one guy has Radiant. Just keep spamming it on and as soon as someone else hits you, game over. I think a range reduction would work, without really hurting pve at all.
A range reduction would cause issues for some builds in PvE just because the execute range would have a shorter range than some skills. That is the issue with how balancing is done in this game. Templar is not a top PvE DPS ATM, which means that they don't deserve even the smallest nerf to their DPS skills, but PvP balancing would require them to eat the nerf anyway.
timidobserver wrote: »A range of 10-14 meters, which will make the skill not affected by "Reach" in PvP is plenty of distance for PvE.timidobserver wrote: »I'm honestly not one for nerfs. It something has to be done about Radiant. I mainly play stamplar and magplar.
RD, when someone is at 30% health is almost instant death. Now, skills such as reverse slice can maybe one shot people at that low. Thing is, it's melee range and can be dodged.
Radiant's range really does need nerfing. You can't even escape a group reliably if one guy has Radiant. Just keep spamming it on and as soon as someone else hits you, game over. I think a range reduction would work, without really hurting pve at all.
A range reduction would cause issues for some builds in PvE just because the execute range would have a shorter range than some skills. That is the issue with how balancing is done in this game. Templar is not a top PvE DPS ATM, which means that they don't deserve even the smallest nerf to their DPS skills, but PvP balancing would require them to eat the nerf anyway.
Yeh Templar could work around it, but they should not have to eat a nerf over PvP when they are not over performing in PvE.
timidobserver wrote: »A range of 10-14 meters, which will make the skill not affected by "Reach" in PvP is plenty of distance for PvE.timidobserver wrote: »I'm honestly not one for nerfs. It something has to be done about Radiant. I mainly play stamplar and magplar.
RD, when someone is at 30% health is almost instant death. Now, skills such as reverse slice can maybe one shot people at that low. Thing is, it's melee range and can be dodged.
Radiant's range really does need nerfing. You can't even escape a group reliably if one guy has Radiant. Just keep spamming it on and as soon as someone else hits you, game over. I think a range reduction would work, without really hurting pve at all.
A range reduction would cause issues for some builds in PvE just because the execute range would have a shorter range than some skills. That is the issue with how balancing is done in this game. Templar is not a top PvE DPS ATM, which means that they don't deserve even the smallest nerf to their DPS skills, but PvP balancing would require them to eat the nerf anyway.
Yeh Templar could work around it, but they should not have to eat a nerf over PvP when they are not over performing in PvE.
timidobserver wrote: »A range of 10-14 meters, which will make the skill not affected by "Reach" in PvP is plenty of distance for PvE.timidobserver wrote: »I'm honestly not one for nerfs. It something has to be done about Radiant. I mainly play stamplar and magplar.
RD, when someone is at 30% health is almost instant death. Now, skills such as reverse slice can maybe one shot people at that low. Thing is, it's melee range and can be dodged.
Radiant's range really does need nerfing. You can't even escape a group reliably if one guy has Radiant. Just keep spamming it on and as soon as someone else hits you, game over. I think a range reduction would work, without really hurting pve at all.
A range reduction would cause issues for some builds in PvE just because the execute range would have a shorter range than some skills. That is the issue with how balancing is done in this game. Templar is not a top PvE DPS ATM, which means that they don't deserve even the smallest nerf to their DPS skills, but PvP balancing would require them to eat the nerf anyway.
Yeh Templar could work around it, but they should not have to eat a nerf over PvP when they are not over performing in PvE.
How is shortening a distance a nerf, honestly? You want to sit here and cry about a nerf, come on.
timidobserver wrote: »timidobserver wrote: »A range of 10-14 meters, which will make the skill not affected by "Reach" in PvP is plenty of distance for PvE.timidobserver wrote: »I'm honestly not one for nerfs. It something has to be done about Radiant. I mainly play stamplar and magplar.
RD, when someone is at 30% health is almost instant death. Now, skills such as reverse slice can maybe one shot people at that low. Thing is, it's melee range and can be dodged.
Radiant's range really does need nerfing. You can't even escape a group reliably if one guy has Radiant. Just keep spamming it on and as soon as someone else hits you, game over. I think a range reduction would work, without really hurting pve at all.
A range reduction would cause issues for some builds in PvE just because the execute range would have a shorter range than some skills. That is the issue with how balancing is done in this game. Templar is not a top PvE DPS ATM, which means that they don't deserve even the smallest nerf to their DPS skills, but PvP balancing would require them to eat the nerf anyway.
Yeh Templar could work around it, but they should not have to eat a nerf over PvP when they are not over performing in PvE.
How is shortening a distance a nerf, honestly? You want to sit here and cry about a nerf, come on.
It means that any ranged DPS build would have to stand closer or lose DPS when they have to move closer for execute.
timidobserver wrote: »A range of 10-14 meters, which will make the skill not affected by "Reach" in PvP is plenty of distance for PvE.timidobserver wrote: »I'm honestly not one for nerfs. It something has to be done about Radiant. I mainly play stamplar and magplar.
RD, when someone is at 30% health is almost instant death. Now, skills such as reverse slice can maybe one shot people at that low. Thing is, it's melee range and can be dodged.
Radiant's range really does need nerfing. You can't even escape a group reliably if one guy has Radiant. Just keep spamming it on and as soon as someone else hits you, game over. I think a range reduction would work, without really hurting pve at all.
A range reduction would cause issues for some builds in PvE just because the execute range would have a shorter range than some skills. That is the issue with how balancing is done in this game. Templar is not a top PvE DPS ATM, which means that they don't deserve even the smallest nerf to their DPS skills, but PvP balancing would require them to eat the nerf anyway.
Yeh Templar could work around it, but they should not have to eat a nerf over PvP when they are not over performing in PvE.
It would have little to no bearing in pve while making a huge difference on pvp. There are basically 4 options.
Reduce range
Reduce overall damage
Make it dodgeable (but only helps stam builds)
Take that first instant tick away.
2 of them really hurt pve. One only benefits stam builds. Reduction is the beat option.
I mean, if you're at 28 metres are you even in the fight? Most people are fighting way closer than that. What are you doing 28 metres away? For real?
timidobserver wrote: »timidobserver wrote: »A range of 10-14 meters, which will make the skill not affected by "Reach" in PvP is plenty of distance for PvE.timidobserver wrote: »I'm honestly not one for nerfs. It something has to be done about Radiant. I mainly play stamplar and magplar.
RD, when someone is at 30% health is almost instant death. Now, skills such as reverse slice can maybe one shot people at that low. Thing is, it's melee range and can be dodged.
Radiant's range really does need nerfing. You can't even escape a group reliably if one guy has Radiant. Just keep spamming it on and as soon as someone else hits you, game over. I think a range reduction would work, without really hurting pve at all.
A range reduction would cause issues for some builds in PvE just because the execute range would have a shorter range than some skills. That is the issue with how balancing is done in this game. Templar is not a top PvE DPS ATM, which means that they don't deserve even the smallest nerf to their DPS skills, but PvP balancing would require them to eat the nerf anyway.
Yeh Templar could work around it, but they should not have to eat a nerf over PvP when they are not over performing in PvE.
How is shortening a distance a nerf, honestly? You want to sit here and cry about a nerf, come on.
It means that any ranged DPS build would have to stand closer or lose DPS when they have to move closer for execute.
What templars are using ranged DPS though? Main bread and butter DPS for magplars is sweeps. They would likely be in the thick of the fight anyway. On rare occasions they are using dark flare but that isn't optimum DPS.
A range of 10-14 meters, which will make the skill not affected by "Reach" in PvP is plenty of distance for PvE.timidobserver wrote: »I'm honestly not one for nerfs. It something has to be done about Radiant. I mainly play stamplar and magplar.
RD, when someone is at 30% health is almost instant death. Now, skills such as reverse slice can maybe one shot people at that low. Thing is, it's melee range and can be dodged.
Radiant's range really does need nerfing. You can't even escape a group reliably if one guy has Radiant. Just keep spamming it on and as soon as someone else hits you, game over. I think a range reduction would work, without really hurting pve at all.
A range reduction would cause issues for some builds in PvE just because the execute range would have a shorter range than some skills. That is the issue with how balancing is done in this game. Templar is not a top PvE DPS ATM, which means that they don't deserve even the smallest nerf to their DPS skills, but PvP balancing would require them to eat the nerf anyway.
@zheg how do you feel about his "pre beaming"idea?
First, we both know zos wouldnt be able to code that without it bugging in some obscene way. Second, what would happen if they heal to just above 49%? The skill shouldnt scale even if the beam by itself brings them below the threshold again? Sounds pretty stacked against the skill.
As has been said before, an exhausting amount of times, stop comparing the functionality to instant cast executes. People expect the skill should never be used unless theyre super low hp, at that point, the fact that its a channel is largely irrelevant, youre expecting the skill to do instant execute damage. Its. A. Channel. Stop comparing it to other executes that are instant and significantly cheaper. There are many times when you launch a DF, jav, and go into a jesus beam so your buddy can continue the damage pressure. Its an intended function of the skill, just like mages wrath is meant to linger and fire off if your burst is strong enough. If they heal up and the chance to kill is lost, the templar can eat the magicka loss and cancel the beam or stand there like a derp and make themselves vulnerable.
RD does do instant execute damage at the first tick, also people spam it on you at 100% HP not just execute HP. No one spams any other execute in the game on someone at 100% other than RD. Doesn't that tell you RD is overperforming vs other executes?
bob.ellisonb16_ESO wrote: »Let's get back on topic it's the most frustrating spell in the game and the solutions are simple (though might require slightly more skill)
Any one would be acceptable and not really a nerf.
1. Make it dodge rollable...
Joy_Division wrote: »@zheg how do you feel about his "pre beaming"idea?
First, we both know zos wouldnt be able to code that without it bugging in some obscene way. Second, what would happen if they heal to just above 49%? The skill shouldnt scale even if the beam by itself brings them below the threshold again? Sounds pretty stacked against the skill.
As has been said before, an exhausting amount of times, stop comparing the functionality to instant cast executes. People expect the skill should never be used unless theyre super low hp, at that point, the fact that its a channel is largely irrelevant, youre expecting the skill to do instant execute damage. Its. A. Channel. Stop comparing it to other executes that are instant and significantly cheaper. There are many times when you launch a DF, jav, and go into a jesus beam so your buddy can continue the damage pressure. Its an intended function of the skill, just like mages wrath is meant to linger and fire off if your burst is strong enough. If they heal up and the chance to kill is lost, the templar can eat the magicka loss and cancel the beam or stand there like a derp and make themselves vulnerable.
RD does do instant execute damage at the first tick, also people spam it on you at 100% HP not just execute HP. No one spams any other execute in the game on someone at 100% other than RD. Doesn't that tell you RD is overperforming vs other executes?
No, it tells me there are a lot of FOTM morons playing templars because they heard that RD is EZ mode.
And, by the way, it is categorically false that sorcerers do not use their execute Mage's Fury against targets not in execute range, even full health. Indeed it is advantageous to do so.bob.ellisonb16_ESO wrote: »Let's get back on topic it's the most frustrating spell in the game and the solutions are simple (though might require slightly more skill)
Any one would be acceptable and not really a nerf.
1. Make it dodge rollable...
The skill was dodge rollable for 6 months and the opinion of templars, even those who believe the skill is stupid OP now, was that this completely ruined the skill. Been there, done that, anyone who is halfway honest and knowledgable knows it's NOT a reasonable solution
"Not really a nerf" - lol. You're right, it's not really a nerf. It's an evisceration.
*****
I still think the best compromise would be to prevent the spell from doing moderate damage and functioning as an execute. I do agree that is too much in the same package. Make the templar pick one or the other from their morph choices (I would have the moderate damage morph have some sort of buff/debuff otherwise it will not measure up).
@Hashtag_
Your statments are inaccurate. Rd does not do "execute" damage from the first tick. It is not an "execute". It's a channel with an execute component.
Your range suggestion is laughable. Let me guess, you play a stam based something with charge?
Ya you do...
No, it's not an execute. Why would it be channeled? Why would it snare the caster? Why would it have escalating damage rather than straight to its max %? Why would it have any other attributes? And it has more. It's a channeled skill with an execute component. Similar to how Poison Shot, and "spin to win" are skills with an execute component among other aspects but not executes solely.
Why does it matter when a player uses a skill? Who cares? What difference does it make? RD by itself is easy to heal out of. It doesn't hit for particularly much on its own. How is it different from any other range spam skill? I should only spam you with my staff? Or a bow? I can't fish with it? I can't use it to help keep back a rush because players hesitate? I'm only allowed to use my channeled skill that snares me when I use it as an actual execute only, and not for any other purposes I can contrive?
Do any of these questions sound ridiculous?
They should.
I play my toons the way I play them. I use the skills I slot, when, and how, and for whatever reason I choose. As do we all. And for the record, I'm in the fight, whether melee or ranged. Ranged skills are ranged...
There's no way in hell shortening the range of a channel to within near charge distance is balancing. That would make it a death sentence to use.
I get spammed by bow users all the time, multiples of them, using Poison Shot (an execute by your rationale) or Snipe. I get spammed by Surprise Attack, over and over again. Should we restrict just when and how frequently, or at what health range these skill should be available? As per most points, we have an execute not being used as such. We have a very effective skill being overutilised, but again, past it's intended purpose. We have a skill being spammed by a group of players that has an excessive reach. These are the bulk of the issues being claimed with RD, and they apply equally as well to several other skills. Hell Poison Shot does more damage per tick or use, doesn't snare, executes at the same hp range, AND can be animation cancelled/woven with LA or whatever to add substantially more dps. Where's your nerf call? Dodgeable you say? Not so much from stealth, Balanced...
I fish with Wrath sometimes on my sorc, helps to proc Frags. Is that not allowed either now because it's an execute?
Since when are play style choices relevant?
I don't know that RD is OP. I don't one shot people with it and I don't get one shot by it. That's just the build I play. If you're having those issues then maybe look more at the build you play.
Pro Tip: Even though it's a frequent addition to many of these types of posts, it doesn't strengthen your points to suggest anyone that disagrees with them is in some fashion "different", or unknowledgeable.
leepalmer95 wrote: »Joy_Division wrote: »@zheg how do you feel about his "pre beaming"idea?
First, we both know zos wouldnt be able to code that without it bugging in some obscene way. Second, what would happen if they heal to just above 49%? The skill shouldnt scale even if the beam by itself brings them below the threshold again? Sounds pretty stacked against the skill.
As has been said before, an exhausting amount of times, stop comparing the functionality to instant cast executes. People expect the skill should never be used unless theyre super low hp, at that point, the fact that its a channel is largely irrelevant, youre expecting the skill to do instant execute damage. Its. A. Channel. Stop comparing it to other executes that are instant and significantly cheaper. There are many times when you launch a DF, jav, and go into a jesus beam so your buddy can continue the damage pressure. Its an intended function of the skill, just like mages wrath is meant to linger and fire off if your burst is strong enough. If they heal up and the chance to kill is lost, the templar can eat the magicka loss and cancel the beam or stand there like a derp and make themselves vulnerable.
RD does do instant execute damage at the first tick, also people spam it on you at 100% HP not just execute HP. No one spams any other execute in the game on someone at 100% other than RD. Doesn't that tell you RD is overperforming vs other executes?
No, it tells me there are a lot of FOTM morons playing templars because they heard that RD is EZ mode.
And, by the way, it is categorically false that sorcerers do not use their execute Mage's Fury against targets not in execute range, even full health. Indeed it is advantageous to do so.bob.ellisonb16_ESO wrote: »Let's get back on topic it's the most frustrating spell in the game and the solutions are simple (though might require slightly more skill)
Any one would be acceptable and not really a nerf.
1. Make it dodge rollable...
The skill was dodge rollable for 6 months and the opinion of templars, even those who believe the skill is stupid OP now, was that this completely ruined the skill. Been there, done that, anyone who is halfway honest and knowledgable knows it's NOT a reasonable solution
"Not really a nerf" - lol. You're right, it's not really a nerf. It's an evisceration.
*****
I still think the best compromise would be to prevent the spell from doing moderate damage and functioning as an execute. I do agree that is too much in the same package. Make the templar pick one or the other from their morph choices (I would have the moderate damage morph have some sort of buff/debuff otherwise it will not measure up).
I used RD when it was dodgeroll, it worked fine then. It wasn't hard to use it as an actual execute, then hits 25% it's a instant death, you don't even see the beam the first tick hits so fast.
If people use it as an actual exeute like every other execute in the game and not someone to spam when they hit 50%~ so you can kill them in two ticks. Use it when there low and 1 tick range for instant death.@Hashtag_
Your statments are inaccurate. Rd does not do "execute" damage from the first tick. It is not an "execute". It's a channel with an execute component.
Your range suggestion is laughable. Let me guess, you play a stam based something with charge?
Ya you do...
RD is a execute... come on really.
What wrong with having to actually be in the fight to use an OP skill? It's execute thats a channel.
I have 4 magicka characters and two stamina. Anyone with even a bit of knowledge in this game and who has actually played more than 1 class knows this skill is OP.
The only thing a shorter range will do it cut down the full radiant FOTM idiots that are everywhere in cyrodiil.
Darnathian wrote: »leepalmer95 wrote: »Joy_Division wrote: »@zheg how do you feel about his "pre beaming"idea?
First, we both know zos wouldnt be able to code that without it bugging in some obscene way. Second, what would happen if they heal to just above 49%? The skill shouldnt scale even if the beam by itself brings them below the threshold again? Sounds pretty stacked against the skill.
As has been said before, an exhausting amount of times, stop comparing the functionality to instant cast executes. People expect the skill should never be used unless theyre super low hp, at that point, the fact that its a channel is largely irrelevant, youre expecting the skill to do instant execute damage. Its. A. Channel. Stop comparing it to other executes that are instant and significantly cheaper. There are many times when you launch a DF, jav, and go into a jesus beam so your buddy can continue the damage pressure. Its an intended function of the skill, just like mages wrath is meant to linger and fire off if your burst is strong enough. If they heal up and the chance to kill is lost, the templar can eat the magicka loss and cancel the beam or stand there like a derp and make themselves vulnerable.
RD does do instant execute damage at the first tick, also people spam it on you at 100% HP not just execute HP. No one spams any other execute in the game on someone at 100% other than RD. Doesn't that tell you RD is overperforming vs other executes?
No, it tells me there are a lot of FOTM morons playing templars because they heard that RD is EZ mode.
And, by the way, it is categorically false that sorcerers do not use their execute Mage's Fury against targets not in execute range, even full health. Indeed it is advantageous to do so.bob.ellisonb16_ESO wrote: »Let's get back on topic it's the most frustrating spell in the game and the solutions are simple (though might require slightly more skill)
Any one would be acceptable and not really a nerf.
1. Make it dodge rollable...
The skill was dodge rollable for 6 months and the opinion of templars, even those who believe the skill is stupid OP now, was that this completely ruined the skill. Been there, done that, anyone who is halfway honest and knowledgable knows it's NOT a reasonable solution
"Not really a nerf" - lol. You're right, it's not really a nerf. It's an evisceration.
*****
I still think the best compromise would be to prevent the spell from doing moderate damage and functioning as an execute. I do agree that is too much in the same package. Make the templar pick one or the other from their morph choices (I would have the moderate damage morph have some sort of buff/debuff otherwise it will not measure up).
I used RD when it was dodgeroll, it worked fine then. It wasn't hard to use it as an actual execute, then hits 25% it's a instant death, you don't even see the beam the first tick hits so fast.
If people use it as an actual exeute like every other execute in the game and not someone to spam when they hit 50%~ so you can kill them in two ticks. Use it when there low and 1 tick range for instant death.@Hashtag_
Your statments are inaccurate. Rd does not do "execute" damage from the first tick. It is not an "execute". It's a channel with an execute component.
Your range suggestion is laughable. Let me guess, you play a stam based something with charge?
Ya you do...
RD is a execute... come on really.
What wrong with having to actually be in the fight to use an OP skill? It's execute thats a channel.
I have 4 magicka characters and two stamina. Anyone with even a bit of knowledge in this game and who has actually played more than 1 class knows this skill is OP.
The only thing a shorter range will do it cut down the full radiant FOTM idiots that are everywhere in cyrodiil.
Wrong. Nerfing range is a huge deal to a class that has no mobility.
There are plenty of players in here that play multiple classes that have listed counters to everyone of the nerf whiners. They just choose not to listen.
And i cant tell you own a templar toon. But obviously dont play it enough if you spout non sense loke that.
Darnathian wrote: »leepalmer95 wrote: »Joy_Division wrote: »@zheg how do you feel about his "pre beaming"idea?
First, we both know zos wouldnt be able to code that without it bugging in some obscene way. Second, what would happen if they heal to just above 49%? The skill shouldnt scale even if the beam by itself brings them below the threshold again? Sounds pretty stacked against the skill.
As has been said before, an exhausting amount of times, stop comparing the functionality to instant cast executes. People expect the skill should never be used unless theyre super low hp, at that point, the fact that its a channel is largely irrelevant, youre expecting the skill to do instant execute damage. Its. A. Channel. Stop comparing it to other executes that are instant and significantly cheaper. There are many times when you launch a DF, jav, and go into a jesus beam so your buddy can continue the damage pressure. Its an intended function of the skill, just like mages wrath is meant to linger and fire off if your burst is strong enough. If they heal up and the chance to kill is lost, the templar can eat the magicka loss and cancel the beam or stand there like a derp and make themselves vulnerable.
RD does do instant execute damage at the first tick, also people spam it on you at 100% HP not just execute HP. No one spams any other execute in the game on someone at 100% other than RD. Doesn't that tell you RD is overperforming vs other executes?
No, it tells me there are a lot of FOTM morons playing templars because they heard that RD is EZ mode.
And, by the way, it is categorically false that sorcerers do not use their execute Mage's Fury against targets not in execute range, even full health. Indeed it is advantageous to do so.bob.ellisonb16_ESO wrote: »Let's get back on topic it's the most frustrating spell in the game and the solutions are simple (though might require slightly more skill)
Any one would be acceptable and not really a nerf.
1. Make it dodge rollable...
The skill was dodge rollable for 6 months and the opinion of templars, even those who believe the skill is stupid OP now, was that this completely ruined the skill. Been there, done that, anyone who is halfway honest and knowledgable knows it's NOT a reasonable solution
"Not really a nerf" - lol. You're right, it's not really a nerf. It's an evisceration.
*****
I still think the best compromise would be to prevent the spell from doing moderate damage and functioning as an execute. I do agree that is too much in the same package. Make the templar pick one or the other from their morph choices (I would have the moderate damage morph have some sort of buff/debuff otherwise it will not measure up).
I used RD when it was dodgeroll, it worked fine then. It wasn't hard to use it as an actual execute, then hits 25% it's a instant death, you don't even see the beam the first tick hits so fast.
If people use it as an actual exeute like every other execute in the game and not someone to spam when they hit 50%~ so you can kill them in two ticks. Use it when there low and 1 tick range for instant death.@Hashtag_
Your statments are inaccurate. Rd does not do "execute" damage from the first tick. It is not an "execute". It's a channel with an execute component.
Your range suggestion is laughable. Let me guess, you play a stam based something with charge?
Ya you do...
RD is a execute... come on really.
What wrong with having to actually be in the fight to use an OP skill? It's execute thats a channel.
I have 4 magicka characters and two stamina. Anyone with even a bit of knowledge in this game and who has actually played more than 1 class knows this skill is OP.
The only thing a shorter range will do it cut down the full radiant FOTM idiots that are everywhere in cyrodiil.
Wrong. Nerfing range is a huge deal to a class that has no mobility.
There are plenty of players in here that play multiple classes that have listed counters to everyone of the nerf whiners. They just choose not to listen.
And i cant tell you own a templar toon. But obviously dont play it enough if you spout non sense loke that.
The class has the best heals in the game, that is the exchange for not having mobility. Dk's tankiness is the exchange for not having mobility.
If i shot you with poison injection and the initial damage was scaled up depending on your health, you would be getting more 10k death recaps for poison injection as the last.
If i shot you with poison injection and the initial damage was scaled up depending on your health, you would be getting more 10k death recaps for poison injection as the last.
Unless I was within execute range the initial tick wouldn't scale up but would do standard damage, just like RD. I'm not sure I understood what you were saying here, so clarify pls if I misunderstood.
If i shot you with poison injection and the initial damage was scaled up depending on your health, you would be getting more 10k death recaps for poison injection as the last.
Unless I was within execute range the initial tick wouldn't scale up but would do standard damage, just like RD. I'm not sure I understood what you were saying here, so clarify pls if I misunderstood.
RD has an impact tick that scales with health. If poison injection did it would hit for around 10k and execute you if you're under 25%. As it is right now it doesnt scale the impact dmg, just the dot tick.
If i shot you with poison injection and the initial damage was scaled up depending on your health, you would be getting more 10k death recaps for poison injection as the last.
Unless I was within execute range the initial tick wouldn't scale up but would do standard damage, just like RD. I'm not sure I understood what you were saying here, so clarify pls if I misunderstood.
RD has an impact tick that scales with health. If poison injection did it would hit for around 10k and execute you if you're under 25%. As it is right now it doesnt scale the impact dmg, just the dot tick.
Poison Injection is also a one-time instant cast ability. It's almost like... they function differently because they're different skills. It's almost like RD functions differently from other executes that are instant cast. Whodathunkit.
No one has contributed an original thought to the topic in months. Let's stop having the same arguments over and over and over please?
RinaldoGandolphi wrote: »Templars are the only class with zero passives to a stat recovery or regen and are forced to slot a skill(Repentence) taking up a precious skill slot to get what other classes get as Passives. RD is to make up for that.
Furthermore look at the Templar Ultimates they could be the worst in the game. Sure Nova is a good group Ulty that very expensive and not solo friendly, Crescent sweep sucks and missed most of the time and the healing ultimate is ok maybe if your in a Zerg as a full healer.
RD makes up for the Templar poor resource passives and group oriented ultimates.
Pvp is so much about zergs and perma root bombard spam does it really matter if you die to beam or some other skill?
It's been nerfed twice since it was introduced in 1.6, leave it alone.
If i shot you with poison injection and the initial damage was scaled up depending on your health, you would be getting more 10k death recaps for poison injection as the last.
Unless I was within execute range the initial tick wouldn't scale up but would do standard damage, just like RD. I'm not sure I understood what you were saying here, so clarify pls if I misunderstood.
RD has an impact tick that scales with health. If poison injection did it would hit for around 10k and execute you if you're under 25%. As it is right now it doesnt scale the impact dmg, just the dot tick.
Poison Injection is also a one-time instant cast ability. It's almost like... they function differently because they're different skills. It's almost like RD functions differently from other executes that are instant cast. Whodathunkit.
No one has contributed an original thought to the topic in months. Let's stop having the same arguments over and over and over please?
Did you read the question before it, or just come out from under your bridge to test the waters?
Original idea, give my mag dk molten armnts back and ill shut up