The nerf to the Templar Beam is outrageous. Why is a class's best ability being destroyed just because others now have access to it? I'm referring primarily to the fact that this ability cannot be dodged; this aspect should be retained, especially in PvP. Perhaps at least with a morph that then receives the short cast time and the inescapability for it. As far as I'm concerned, something can be done with the buffs and damage values, perhaps just 300% or 250% more damage...
Use the morphs, one for PvP, one for PvE.
Most people in PvP start hastily rolling when their health drops below a certain level, say 25%, to gain 100% immunity, often double-casting, frantically casting shields, and letting Elan heal them up in a relaxed manner...
This makes it difficult to end the fight in many 1v1 situations, especially if you don't have the Meteor ultimate because you've already used it to get your opponent below 30%.
Then there are all the tanks who have a one-butt, 50% HP recovery heal.
Then, with the long cast time of Radiant Destruction, you can still be easily interrupted and then have a dead skill on your bar for a short time.
What else is good at range?
Sorcerer's Wrath --> also got a nerf, dodgeable
NB Murderer's Blade --> short range and never really good, dodgeable
Executioner (2H) --> only in melee, dodgeable
The one script that eats Soul Gems --> dodgeable on most skills
_____________________
Perhaps the dual-weapon flurry is unfortunately only best in melee --> but that should still count as a non-dodgeable area, right?
In short, the fairly reliable finisher, Radiant Destruction, was the reason why I enjoyed the Templar in PvP at all.
StarMightyMaster wrote: »The nerf to the Templar Beam is outrageous. Why is a class's best ability being destroyed just because others now have access to it? I'm referring primarily to the fact that this ability cannot be dodged; this aspect should be retained, especially in PvP. Perhaps at least with a morph that then receives the short cast time and the inescapability for it. As far as I'm concerned, something can be done with the buffs and damage values, perhaps just 300% or 250% more damage...
Use the morphs, one for PvP, one for PvE.
Most people in PvP start hastily rolling when their health drops below a certain level, say 25%, to gain 100% immunity, often double-casting, frantically casting shields, and letting Elan heal them up in a relaxed manner...
This makes it difficult to end the fight in many 1v1 situations, especially if you don't have the Meteor ultimate because you've already used it to get your opponent below 30%.
Then there are all the tanks who have a one-butt, 50% HP recovery heal.
Then, with the long cast time of Radiant Destruction, you can still be easily interrupted and then have a dead skill on your bar for a short time.
What else is good at range?
Sorcerer's Wrath --> also got a nerf, dodgeable
NB Murderer's Blade --> short range and never really good, dodgeable
Executioner (2H) --> only in melee, dodgeable
The one script that eats Soul Gems --> dodgeable on most skills
_____________________
Perhaps the dual-weapon flurry is unfortunately only best in melee --> but that should still count as a non-dodgeable area, right?
In short, the fairly reliable finisher, Radiant Destruction, was the reason why I enjoyed the Templar in PvP at all.
You have other options
StarMightyMaster wrote: »The nerf to the Templar Beam is outrageous. Why is a class's best ability being destroyed just because others now have access to it? I'm referring primarily to the fact that this ability cannot be dodged; this aspect should be retained, especially in PvP. Perhaps at least with a morph that then receives the short cast time and the inescapability for it. As far as I'm concerned, something can be done with the buffs and damage values, perhaps just 300% or 250% more damage...
Use the morphs, one for PvP, one for PvE.
Most people in PvP start hastily rolling when their health drops below a certain level, say 25%, to gain 100% immunity, often double-casting, frantically casting shields, and letting Elan heal them up in a relaxed manner...
This makes it difficult to end the fight in many 1v1 situations, especially if you don't have the Meteor ultimate because you've already used it to get your opponent below 30%.
Then there are all the tanks who have a one-butt, 50% HP recovery heal.
Then, with the long cast time of Radiant Destruction, you can still be easily interrupted and then have a dead skill on your bar for a short time.
What else is good at range?
Sorcerer's Wrath --> also got a nerf, dodgeable
NB Murderer's Blade --> short range and never really good, dodgeable
Executioner (2H) --> only in melee, dodgeable
The one script that eats Soul Gems --> dodgeable on most skills
_____________________
Perhaps the dual-weapon flurry is unfortunately only best in melee --> but that should still count as a non-dodgeable area, right?
In short, the fairly reliable finisher, Radiant Destruction, was the reason why I enjoyed the Templar in PvP at all.
You have other options
Perhaps at least with a morph that then receives the short cast time and the inescapability for it.
The undodgeable part was annoying. Deserved. Long time coming.
I disagree. Groups of players would spear and spam beam in Battlegrounds with Hrothgars Chill Tarnished Nightmare and grief because it was playing with unblockable and undodgeable gameplay. The beam was being crutched on hard by players who were obviously refusing to learn how to play PVP properly. And yes, the fact that it could be relegated to zergling spam to pick up kills further concretes the change as the right choice. Even Mages Fury's cast can be dodged. This needed to happen... or rather the skill should never have been made undodgeable. They did that because Templar had no identity after jabs was gutted and encouraged "Jesus Beam" behavior in the patch notes. It was simply sub-par balancing and I'm glad power is shifted back to jabs where it belongs and not this divisive gimmick "Execute" skill. However if beam had a 15m range and was undodgeable I think it'd work. Any further and it's too oppressive and causes ridiculousness like people suggesting Melee executes should be undodgeable. I'd rather not go there and rework the annoying skill instead of make every skill annoying.Major_Mangle wrote: »The undodgeable part was annoying. Deserved. Long time coming.
Beam being un-dodgeable wasn´t a problem, but rather the fact that it could be used from such a huge range (41 meter with reach passive). The only time real realistic scenario it would be "troublesome" would be if you were caught in open field outnumbered and started to panic dodge roll, but at that point you made some bad decisions earlier on, which isn´t a beam issue. A better rework would´ve been to reduce the range of beam (something like 15-20 meters) to make it a little bit easier to bash/interrupt. Beam going through dodge is a healthy counterplay tool, but as I wrote, the problem is the range of how far away it can be used from.
I disagree. Groups of players would spear and spam beam in Battlegrounds with Hrothgars Chill Tarnished Nightmare and grief because it was playing with unblockable and undodgeable gameplay. The beam was being crutched on hard by players who were obviously refusing to learn how to play PVP properly. And yes, the fact that it could be relegated to zergling spam to pick up kills further concretes the change as the right choice. Even Mages Fury's cast can be dodged. This needed to happen... or rather the skill should never have been made undodgeable. They did that because Templar had no identity after jabs was gutted and encouraged "Jesus Beam" behavior in the patch notes. It was simply sub-par balancing and I'm glad power is shifted back to jabs where it belongs and not this divisive gimmick "Execute" skill. However if beam had a 15m range and was undodgeable I think it'd work. Any further and it's too oppressive and causes ridiculousness like people suggesting Melee executes should be undodgeable. I'd rather not go there and rework the annoying skill instead of make every skill annoying.Major_Mangle wrote: »The undodgeable part was annoying. Deserved. Long time coming.
Beam being un-dodgeable wasn´t a problem, but rather the fact that it could be used from such a huge range (41 meter with reach passive). The only time real realistic scenario it would be "troublesome" would be if you were caught in open field outnumbered and started to panic dodge roll, but at that point you made some bad decisions earlier on, which isn´t a beam issue. A better rework would´ve been to reduce the range of beam (something like 15-20 meters) to make it a little bit easier to bash/interrupt. Beam going through dodge is a healthy counterplay tool, but as I wrote, the problem is the range of how far away it can be used from.
It made roll dodge builds unplayable for the average player. You would just auto die if you couldn't zoom across the battlefield to LoS cover fast enough, and even as a sweaty player, it was still unfun and artificially limiting.Major_Mangle wrote: »Beam being un-dodgeable wasn´t a problem, but rather the fact that it could be used from such a huge range (41 meter with reach passive). The only time real realistic scenario it would be "troublesome" would be if you were caught in open field outnumbered and started to panic dodge roll
After you're bursted and break free, you can roll out. But the fact that you're defending tick-1 huge numbers on Radiant is showing me your stance clearly. That execute should never have been hitting you with gigantic ticks before you can even see the animation. Everything works together and flows to make the game play. The undodgeable beam needed to go. It's not an ultimate. Toxic Barrage got got so why shouldn't a non-ultimate? Use Soul Assault instead. It forces mechanics like Meteor does but its an ultimate so there's fair counterplay set in place. Doesn't matter what anyone says - it was annoying to deal with Templar Beam in PVP. Dealt with? Nice.Teeba_Shei wrote: »I disagree. Groups of players would spear and spam beam in Battlegrounds with Hrothgars Chill Tarnished Nightmare and grief because it was playing with unblockable and undodgeable gameplay. The beam was being crutched on hard by players who were obviously refusing to learn how to play PVP properly. And yes, the fact that it could be relegated to zergling spam to pick up kills further concretes the change as the right choice. Even Mages Fury's cast can be dodged. This needed to happen... or rather the skill should never have been made undodgeable. They did that because Templar had no identity after jabs was gutted and encouraged "Jesus Beam" behavior in the patch notes. It was simply sub-par balancing and I'm glad power is shifted back to jabs where it belongs and not this divisive gimmick "Execute" skill. However if beam had a 15m range and was undodgeable I think it'd work. Any further and it's too oppressive and causes ridiculousness like people suggesting Melee executes should be undodgeable. I'd rather not go there and rework the annoying skill instead of make every skill annoying.Major_Mangle wrote: »The undodgeable part was annoying. Deserved. Long time coming.
Beam being un-dodgeable wasn´t a problem, but rather the fact that it could be used from such a huge range (41 meter with reach passive). The only time real realistic scenario it would be "troublesome" would be if you were caught in open field outnumbered and started to panic dodge roll, but at that point you made some bad decisions earlier on, which isn´t a beam issue. A better rework would´ve been to reduce the range of beam (something like 15-20 meters) to make it a little bit easier to bash/interrupt. Beam going through dodge is a healthy counterplay tool, but as I wrote, the problem is the range of how far away it can be used from.
If you are CCed by javelin you still can't dodge the beam. Tarnish was already nerfed and hrothgar isn't even that strong. Those sets also have nothing to do with this change.
Exactly like the Bow ults, which are also dodgeable channels.Thumbless_Bot wrote: »What exactly is the nerf? The tic is still the same it just lasts longer and can be roll dodged... right?! exactly how this will work on a sticky dot is beyond me.
After you're bursted and break free, you can roll out. But the fact that you're defending tick-1 huge numbers on Radiant is showing me your stance clearly. That execute should never have been hitting you with gigantic ticks before you can even see the animation. Everything works together and flows to make the game play. The undodgeable beam needed to go. It's not an ultimate. Toxic Barrage got got so why shouldn't a non-ultimate? Use Soul Assault instead. It forces mechanics like Meteor does but its an ultimate so there's fair counterplay set in place. Doesn't matter what anyone says - it was annoying to deal with Templar Beam in PVP. Dealt with? Nice.Teeba_Shei wrote: »I disagree. Groups of players would spear and spam beam in Battlegrounds with Hrothgars Chill Tarnished Nightmare and grief because it was playing with unblockable and undodgeable gameplay. The beam was being crutched on hard by players who were obviously refusing to learn how to play PVP properly. And yes, the fact that it could be relegated to zergling spam to pick up kills further concretes the change as the right choice. Even Mages Fury's cast can be dodged. This needed to happen... or rather the skill should never have been made undodgeable. They did that because Templar had no identity after jabs was gutted and encouraged "Jesus Beam" behavior in the patch notes. It was simply sub-par balancing and I'm glad power is shifted back to jabs where it belongs and not this divisive gimmick "Execute" skill. However if beam had a 15m range and was undodgeable I think it'd work. Any further and it's too oppressive and causes ridiculousness like people suggesting Melee executes should be undodgeable. I'd rather not go there and rework the annoying skill instead of make every skill annoying.Major_Mangle wrote: »The undodgeable part was annoying. Deserved. Long time coming.
Beam being un-dodgeable wasn´t a problem, but rather the fact that it could be used from such a huge range (41 meter with reach passive). The only time real realistic scenario it would be "troublesome" would be if you were caught in open field outnumbered and started to panic dodge roll, but at that point you made some bad decisions earlier on, which isn´t a beam issue. A better rework would´ve been to reduce the range of beam (something like 15-20 meters) to make it a little bit easier to bash/interrupt. Beam going through dodge is a healthy counterplay tool, but as I wrote, the problem is the range of how far away it can be used from.
If you are CCed by javelin you still can't dodge the beam. Tarnish was already nerfed and hrothgar isn't even that strong. Those sets also have nothing to do with this change.
It absolutely does. I can dodge the single target skill. "Rule breakers" are bad design as it is but unblockable Javelin isn't so bad, as AoE stuns aren't blockable anyways. Page too far making a skill as oppressive and as untelegraphed as Radiant Destruction function outside of core combat mechanics. I will always choose and reinforce core combat mechanics first. You don't get to walk in here and enforce power creep just because of class bias. I'm a 2H enjoyer and propose that Executioner is undodgeable. See? Makes no sense. Game health over bias every time from now on.Teeba_Shei wrote: »After you're bursted and break free, you can roll out. But the fact that you're defending tick-1 huge numbers on Radiant is showing me your stance clearly. That execute should never have been hitting you with gigantic ticks before you can even see the animation. Everything works together and flows to make the game play. The undodgeable beam needed to go. It's not an ultimate. Toxic Barrage got got so why shouldn't a non-ultimate? Use Soul Assault instead. It forces mechanics like Meteor does but its an ultimate so there's fair counterplay set in place. Doesn't matter what anyone says - it was annoying to deal with Templar Beam in PVP. Dealt with? Nice.Teeba_Shei wrote: »I disagree. Groups of players would spear and spam beam in Battlegrounds with Hrothgars Chill Tarnished Nightmare and grief because it was playing with unblockable and undodgeable gameplay. The beam was being crutched on hard by players who were obviously refusing to learn how to play PVP properly. And yes, the fact that it could be relegated to zergling spam to pick up kills further concretes the change as the right choice. Even Mages Fury's cast can be dodged. This needed to happen... or rather the skill should never have been made undodgeable. They did that because Templar had no identity after jabs was gutted and encouraged "Jesus Beam" behavior in the patch notes. It was simply sub-par balancing and I'm glad power is shifted back to jabs where it belongs and not this divisive gimmick "Execute" skill. However if beam had a 15m range and was undodgeable I think it'd work. Any further and it's too oppressive and causes ridiculousness like people suggesting Melee executes should be undodgeable. I'd rather not go there and rework the annoying skill instead of make every skill annoying.Major_Mangle wrote: »The undodgeable part was annoying. Deserved. Long time coming.
Beam being un-dodgeable wasn´t a problem, but rather the fact that it could be used from such a huge range (41 meter with reach passive). The only time real realistic scenario it would be "troublesome" would be if you were caught in open field outnumbered and started to panic dodge roll, but at that point you made some bad decisions earlier on, which isn´t a beam issue. A better rework would´ve been to reduce the range of beam (something like 15-20 meters) to make it a little bit easier to bash/interrupt. Beam going through dodge is a healthy counterplay tool, but as I wrote, the problem is the range of how far away it can be used from.
If you are CCed by javelin you still can't dodge the beam. Tarnish was already nerfed and hrothgar isn't even that strong. Those sets also have nothing to do with this change.
The beam still ticks the first hit. The entire situation you've constructed doesn't change at all with the patch nerf.
And despite that change, it's infinitely more healthy now that its dodgeable. Love the server performance implications of a faster tick rate as well. We even allow them to tax the server more! As long as its dodgeable, its no problem to me. Vengeance, again, doing things the right way.New beam ticks every ~.75 seconds. Old beam Ticked twice in the first GCD (1 second) and then once in the 2nd GCD that could be why it felt like it hits so hard. Vengence Beam ticks 1 time per GCD.
xylena_lazarow wrote: »Exactly like the Bow ults, which are also dodgeable channels.Thumbless_Bot wrote: »What exactly is the nerf? The tic is still the same it just lasts longer and can be roll dodged... right?! exactly how this will work on a sticky dot is beyond me.