People on here complaining but nobody bats an eye at mass hysteria. Instantly fears up to 3 opponents for 4 seconds and then maims them and adds a snare after. Has a terrible animation that is not an instantly clear indication of being feared. Can be used equally by stamina and Magicka nightblades without any loss in its effect. Does not require aiming at all. Is unblockable, undodgeable, unpurgeable. Works the same on high health and low health targets. Even if I wear reactive armor and invest 100 CP's into ironclad i save myself 1-2 seconds. Its bugged and doesnt break often. With how op poisons are you won't have enough stamina to break it in time anyways. This is ok??
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.
People on here complaining but nobody bats an eye at mass hysteria. Instantly fears up to 3 opponents for 4 seconds and then maims them and adds a snare after. Has a terrible animation that is not an instantly clear indication of being feared. Can be used equally by stamina and Magicka nightblades without any loss in its effect. Does not require aiming at all. Is unblockable, undodgeable, unpurgeable. Works the same on high health and low health targets. Even if I wear reactive armor and invest 100 CP's into ironclad i save myself 1-2 seconds. Its bugged and doesnt break often. With how op poisons are you won't have enough stamina to break it in time anyways. This is ok??
Lets be real, right now Templar has everythingDarnathian 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.
Dude just bash themleepalmer95 wrote: »
Lets be real, right now Templar has everythingDarnathian 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.Dude just bash themleepalmer95 wrote: »
Lets be real, right now Templar has everythingDarnathian 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.Dude just bash themleepalmer95 wrote: »
Except mobility, except for good ults, except for responsive and instant skills, except for logical passive skills, except for a good class shield, except for a gap closer that actually works, except for a viable skill that CCs through block, except for roots, except for ... i think my point was made. Templars are in a good place, but don't make absurd statements like 'they have everything', if you actually believe that then it shows youre not actually interested in logic - just emotion and bias.
Someone just said it should be reflectable, because you know, its not like a DK wouldnt just be a hard check on every magplar in existence with that change. FFS you people have lost it.
leepalmer95 wrote: »Lets be real, right now Templar has everythingDarnathian 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.Dude just bash themleepalmer95 wrote: »
Except mobility, except for good ults, except for responsive and instant skills, except for logical passive skills, except for a good class shield, except for a gap closer that actually works, except for a viable skill that CCs through block, except for roots, except for ... i think my point was made. Templars are in a good place, but don't make absurd statements like 'they have everything', if you actually believe that then it shows youre not actually interested in logic - just emotion and bias.
Someone just said it should be reflectable, because you know, its not like a DK wouldnt just be a hard check on every magplar in existence with that change. FFS you people have lost it.
They have a gap closer, works about as much as every other gap closer.
Mobility? Stam use pots or bow, magicka uses mist form.
Viable skill that cc's through block, doesn't luminous shards do that?
Roots? If your stamina use trap beast, if your magicka then sadly you can't have one.
Good ult's?
A healing ult thats useful on either mag/stam, gives 16.5k armour and reduces dmg taken by you and your team by around 23% while throwing out huge heals to 6 people at a time.
A magicka ult on par with dawnbreaker when it was magicka.
Nova which is basically similar to a standard and is useful on choke points.
leepalmer95 wrote: »Lets be real, right now Templar has everythingDarnathian 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.Dude just bash themleepalmer95 wrote: »
Except mobility, except for good ults, except for responsive and instant skills, except for logical passive skills, except for a good class shield, except for a gap closer that actually works, except for a viable skill that CCs through block, except for roots, except for ... i think my point was made. Templars are in a good place, but don't make absurd statements like 'they have everything', if you actually believe that then it shows youre not actually interested in logic - just emotion and bias.
Someone just said it should be reflectable, because you know, its not like a DK wouldnt just be a hard check on every magplar in existence with that change. FFS you people have lost it.
They have a gap closer, works about as much as every other gap closer.
Mobility? Stam use pots or bow, magicka uses mist form.
Viable skill that cc's through block, doesn't luminous shards do that?
Roots? If your stamina use trap beast, if your magicka then sadly you can't have one.
Good ult's?
A healing ult thats useful on either mag/stam, gives 16.5k armour and reduces dmg taken by you and your team by around 23% while throwing out huge heals to 6 people at a time.
A magicka ult on par with dawnbreaker when it was magicka.
Nova which is basically similar to a standard and is useful on choke points.
Literally can't believe people are still talking about this.
leepalmer95 wrote: »People on here complaining but nobody bats an eye at mass hysteria. Instantly fears up to 3 opponents for 4 seconds and then maims them and adds a snare after. Has a terrible animation that is not an instantly clear indication of being feared. Can be used equally by stamina and Magicka nightblades without any loss in its effect. Does not require aiming at all. Is unblockable, undodgeable, unpurgeable. Works the same on high health and low health targets. Even if I wear reactive armor and invest 100 CP's into ironclad i save myself 1-2 seconds. Its bugged and doesnt break often. With how op poisons are you won't have enough stamina to break it in time anyways. This is ok??
Yes it's called cc breaking try it.
Can you not change the topic, fear has nothing to do with radiant destruction.
For the past 6 months its felt more like people keep trying to post/create duplicate threads in the hopes that people disagreeing will give up, zos will see multiple threads and posts asking for something with no disgreement, and cave.
How do people think nova is a bad ult still?
Templars can successfully run well rounded builds of burst, group heal, and utility. Issues like malubeth and beam cause those extremes to be more brutal in this patch though, if we want to talk about 'the meta' of the patch.
Ive always had templars run nova in my group. You cant compare it to negate really, thats pure utility. When a support/healer drops a nova as I go in with dawnbreaker (used to be meteor) and I instantly grav crush behind that ult. Its pretty much a high end damage dealer doing 2 whopping AOE ults. Banner doesnt do that either, even though banner is great utility for group play. G crush damage is way up there, its huge. Its a fantastic ult really! Still doing it today.
But siege is Cancer. To get sieged on by a zerg is the epitome of broken mechanics. Siege empowers zergs and cheeze player more so then RD ever could. You don't have to be a templar. You don't even have to unlock a skill. The fact that you can drop siege on your friends and only harm the enemy is super broke and there is ZERO reason not to exploit it. Whats the counter to siege? Can't reflect siege. It takes skill and throws it out the window.
Lets be real, right now Templar has everythingDarnathian 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.Dude just bash themleepalmer95 wrote: »
Except mobility, except for good ults, except for responsive and instant skills, except for logical passive skills, except for a good class shield, except for a gap closer that actually works, except for a viable skill that CCs through block, except for roots, except for ... i think my point was made. Templars are in a good place, but don't make absurd statements like 'they have everything', if you actually believe that then it shows youre not actually interested in logic - just emotion and bias.
Someone just said it should be reflectable, because you know, its not like a DK wouldnt just be a hard check on every magplar in existence with that change. FFS you people have lost it.
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.
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.
Im all for keeping it like it is, if they make molten armernments reverted to be an execute. I will wtfbbq the full health RD spammers np.
dodgehopper_ESO wrote: »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.
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.
Im all for keeping it like it is, if they make molten armernments reverted to be an execute. I will wtfbbq the full health RD spammers np.
I had no problem with DK heavy attack 'executes'. In fact I had a build based on that at one point. Quite enjoyed it but didn't get to play it as much as I would have liked. (edit: Its the Azumarax character in my signature).
This right here Zheg just proves you are just arrogant about the topic.Lets be real, right now Templar has everythingDarnathian 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.Dude just bash themleepalmer95 wrote: »
Except mobility, except for good ults, except for responsive and instant skills, except for logical passive skills, except for a good class shield, except for a gap closer that actually works, except for a viable skill that CCs through block, except for roots, except for ... i think my point was made. Templars are in a good place, but don't make absurd statements like 'they have everything', if you actually believe that then it shows youre not actually interested in logic - just emotion and bias.
Someone just said it should be reflectable, because you know, its not like a DK wouldnt just be a hard check on every magplar in existence with that change. FFS you people have lost it.