In pve it’s not fine, if you are using advancing and you miss 1 light attack all your stacks drop, with 1.8 you can miss 1 light attack, and there’s this bug if you light attack too early you can start heavy attacking and that will ruin your pars, it’s really not a fun time in pve, this is something a third morph would be good on, make 1 morph the same as the arcanist beam if that’s what people want, and make another morph 1.8 for the people that don’t like the long beams make everyone happyBXR_Lonestar wrote: »It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.
The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.
In pve it’s not fine, if you are using advancing and you miss 1 light attack all your stacks drop, with 1.8 you can miss 1 light attack, and there’s this bug if you light attack too early you can start heavy attacking and that will ruin your pars, it’s really not a fun time in pve, this is something a third morph would be good on, make 1 morph the same as the arcanist beam if that’s what people want, and make another morph 1.8 for the people that don’t like the long beams make everyone happyBXR_Lonestar wrote: »It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.
The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.
Well I parse probably 50 hours a patch, I easily have 2k hours parsing, I think I’m the only person to parse 180K+ this patch on console, and I hate it in pve, I was using it for misery’s master and I didn’t have a fun time with itBXR_Lonestar wrote: »In pve it’s not fine, if you are using advancing and you miss 1 light attack all your stacks drop, with 1.8 you can miss 1 light attack, and there’s this bug if you light attack too early you can start heavy attacking and that will ruin your pars, it’s really not a fun time in pve, this is something a third morph would be good on, make 1 morph the same as the arcanist beam if that’s what people want, and make another morph 1.8 for the people that don’t like the long beams make everyone happyBXR_Lonestar wrote: »It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.
The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.
I'll defer to you on this one. I didn't really have a problem with it, but to be fair, I don't parse that much (primarily support main in PVP and PVE) and I was parsing on a character built to minimize light attacking, so it wasn't really an issue for me. For a different rotation, I can definitely see this being a problem. But I do note that the Radiant Oppression provides the strongest execute in the game in terms of additional bonus damage, so I do agree there should be a cost to it (i.e. I'm okay with it channelling), but I think a 3.8 second channel is just way too much.
Its not so much the duration im not too keen on but the change in scaling,damage type, and counterpart. I get that it was a little too braindead before but now it just feels not as satisfying to cast.
I disagree, it’s less powerful and it feels less powerful and its clunkierI like the longer beam because it feels like it has more power behind it. The shorter beam felt lackluster. That said, I’m a tank, so I do have to block-cancel the beam. One morph long, one morph short sounds like a good solution.
BXR_Lonestar wrote: »It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.
The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.
BXR_Lonestar wrote: »It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.
The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.
my thoughts, 1.8 seconds was good and 43 metres is just fine. It was not OP. this is the reason "you can just roll dodge out of them or duck behind cover so its really ineffective IMO."
BXR_Lonestar wrote: »It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.
The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.
my thoughts, 1.8 seconds was good and 43 metres is just fine. It was not OP. this is the reason "you can just roll dodge out of them or duck behind cover so its really ineffective IMO."
Didn’t they make it dodgeable with the patch that changed the duration? In pvp it was strong the first tick of damage happened before the animation started, and there was always a few of these in my death recap when I’m getting zerged down but changing the duration wasn’t the answer
Necrotech_Master wrote: »BXR_Lonestar wrote: »It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.
The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.
my thoughts, 1.8 seconds was good and 43 metres is just fine. It was not OP. this is the reason "you can just roll dodge out of them or duck behind cover so its really ineffective IMO."
Didn’t they make it dodgeable with the patch that changed the duration? In pvp it was strong the first tick of damage happened before the animation started, and there was always a few of these in my death recap when I’m getting zerged down but changing the duration wasn’t the answer
there was a lot of beam changes in that update:
- cast time from 1.8 to 3.8 sec
- flat cost changed to cost/sec
- ticks frequency was changed (more time between ticks)
- dmg changed from dot to direct
- undodgeable to dodgeable
i personally like the 3.8 sec version almost purely because of the cost/sec is a lot more sustainable especially if it gets interrupted, and it feels like each tick hits like a truck
it has basically the same cast time as the arcanist beam (beam is 4.5 sec base for arcs) so it feels more consistent to rotate between a arc beam spam and jesus beam spam when enemy is in execute range
Necrotech_Master wrote: »BXR_Lonestar wrote: »It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.
The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.
my thoughts, 1.8 seconds was good and 43 metres is just fine. It was not OP. this is the reason "you can just roll dodge out of them or duck behind cover so its really ineffective IMO."
Didn’t they make it dodgeable with the patch that changed the duration? In pvp it was strong the first tick of damage happened before the animation started, and there was always a few of these in my death recap when I’m getting zerged down but changing the duration wasn’t the answer
there was a lot of beam changes in that update:
- cast time from 1.8 to 3.8 sec
- flat cost changed to cost/sec
- ticks frequency was changed (more time between ticks)
- dmg changed from dot to direct
- undodgeable to dodgeable
i personally like the 3.8 sec version almost purely because of the cost/sec is a lot more sustainable especially if it gets interrupted, and it feels like each tick hits like a truck
it has basically the same cast time as the arcanist beam (beam is 4.5 sec base for arcs) so it feels more consistent to rotate between a arc beam spam and jesus beam spam when enemy is in execute range
Okay but it’s a Templar beam not an arcanist beam should everything be the same? Is that more interesting?
Two 4 second beams aren’t similar? Okay, I think it kinda makes them similar, I get the same feeling of boredom when waiting for them to finishNecrotech_Master wrote: »Necrotech_Master wrote: »BXR_Lonestar wrote: »It really doesn't feel good at 3.8 seconds. In PVE it's fine, but in PVP, I find it to be useless because unless people are potatoes or you are hitting them with multiple beams at once, you can just roll dodge out of them or duck behind cover so its really ineffective IMO.
The old beam was way better. All they needed to do was shorten the range from 43 meters to 28 meters if it was too OP because the range was ridiculous, but instead, they went overboard and nerfed it into oblivion IMO.
my thoughts, 1.8 seconds was good and 43 metres is just fine. It was not OP. this is the reason "you can just roll dodge out of them or duck behind cover so its really ineffective IMO."
Didn’t they make it dodgeable with the patch that changed the duration? In pvp it was strong the first tick of damage happened before the animation started, and there was always a few of these in my death recap when I’m getting zerged down but changing the duration wasn’t the answer
there was a lot of beam changes in that update:
- cast time from 1.8 to 3.8 sec
- flat cost changed to cost/sec
- ticks frequency was changed (more time between ticks)
- dmg changed from dot to direct
- undodgeable to dodgeable
i personally like the 3.8 sec version almost purely because of the cost/sec is a lot more sustainable especially if it gets interrupted, and it feels like each tick hits like a truck
it has basically the same cast time as the arcanist beam (beam is 4.5 sec base for arcs) so it feels more consistent to rotate between a arc beam spam and jesus beam spam when enemy is in execute range
Okay but it’s a Templar beam not an arcanist beam should everything be the same? Is that more interesting?
similar cast times does not even remotely make them the same
i can understand wanting the shorter cast time if that suited your purpose better, they could just make the radiant destruction morph shorter channel time if they wanted to have options for people
Its not so much the duration im not too keen on but the change in scaling,damage type, and counterpart. I get that it was a little too braindead before but now it just feels not as satisfying to cast.
How was it brain dead? It’s more brain dead now, arcanist is brain dead because it has a long duration beam, yeah it was super powerful but Templars damage out of execute was bad to balance it out, it’s subclassing that ruined it, now that they are making pure classes stronger again they should give Templar back its beam
Yeah in pvp fair enoughIts not so much the duration im not too keen on but the change in scaling,damage type, and counterpart. I get that it was a little too braindead before but now it just feels not as satisfying to cast.
How was it brain dead? It’s more brain dead now, arcanist is brain dead because it has a long duration beam, yeah it was super powerful but Templars damage out of execute was bad to balance it out, it’s subclassing that ruined it, now that they are making pure classes stronger again they should give Templar back its beam
Undodgable, incredibly strong scaling that started at like 45%, shorter duration meaning more damage occurring in a shorter amount of time. In PVP it wasnt at all uncommon to see many Templar supports and "beam bots" just constantly channel you from the back only to immediately kill you once you get combed from a volley of attacks you could have otherwise survived.
From a victims perspectives yes, lol.
Too many desync beam deaths to really feel sorry here.
AcadianPaladin wrote: »I quit using beam due to the new duration. Just like I quit using jabs after the dumpster fire (Update 35) nerfs.
*sad templar*
Its not so much the duration im not too keen on but the change in scaling,damage type, and counterpart. I get that it was a little too braindead before but now it just feels not as satisfying to cast.
How was it brain dead? It’s more brain dead now, arcanist is brain dead because it has a long duration beam, yeah it was super powerful but Templars damage out of execute was bad to balance it out, it’s subclassing that ruined it, now that they are making pure classes stronger again they should give Templar back its beam
Undodgable, incredibly strong scaling that started at like 45%, shorter duration meaning more damage occurring in a shorter amount of time. In PVP it wasnt at all uncommon to see many Templar supports and "beam bots" just constantly channel you from the back only to immediately kill you once you get combed from a volley of attacks you could have otherwise survived.
Jabbs_Giggity wrote: »
Honestly, I would prefer they remove the "channel" from all Templar skills in the rework, except sweeps/jabs. Jabs needs a targeting overhaul still. Back to the point, Jbeam should just be an instant cast ranged ability with an execute multiplier, but should be reduced to be online of 200-300% with other executes.
Jabbs_Giggity wrote: »Its not so much the duration im not too keen on but the change in scaling,damage type, and counterpart. I get that it was a little too braindead before but now it just feels not as satisfying to cast.
How was it brain dead? It’s more brain dead now, arcanist is brain dead because it has a long duration beam, yeah it was super powerful but Templars damage out of execute was bad to balance it out, it’s subclassing that ruined it, now that they are making pure classes stronger again they should give Templar back its beam
Undodgable, incredibly strong scaling that started at like 45%, shorter duration meaning more damage occurring in a shorter amount of time. In PVP it wasnt at all uncommon to see many Templar supports and "beam bots" just constantly channel you from the back only to immediately kill you once you get combed from a volley of attacks you could have otherwise survived.
This is the difference between good players and bad players. JBeam, at either version, is the absolute easiest execute to survive, because of the channel. Period. Yes, high tool tip, undodgeable, high execute scaling, blah blah. I'll eat a beam while blocking and heal through anyway over an executioner while stunned...
Jabbs_Giggity wrote: »
Honestly, I would prefer they remove the "channel" from all Templar skills in the rework, except sweeps/jabs. Jabs needs a targeting overhaul still. Back to the point, Jbeam should just be an instant cast ranged ability with an execute multiplier, but should be reduced to be online of 200-300% with other executes.
Your idea is a worse idea than making it 3.8 seconds, that’s like saying make dragon leap a melee ult
It’s Jesus beam how can it be an instant cast? That would take away the cool thing about the skill, the only beam execute in the game and you want to take it away? Why? At 1.8 seconds it’s a lot of people’s favourite skill, I don’t hear anyone saying NBs range execute is their favourite skill, I haven’t seen that skill get used in 9 years, jesus beam used to be super powerful because Templar was super weak outside of execute, that was templars class identity (the execute dps machine) no other class came close, I want that back, subclassing ruined it, it was fine for yearsJabbs_Giggity wrote: »Jabbs_Giggity wrote: »
Honestly, I would prefer they remove the "channel" from all Templar skills in the rework, except sweeps/jabs. Jabs needs a targeting overhaul still. Back to the point, Jbeam should just be an instant cast ranged ability with an execute multiplier, but should be reduced to be online of 200-300% with other executes.
Your idea is a worse idea than making it 3.8 seconds, that’s like saying make dragon leap a melee ult
I fail to see your logic...I did say keep it ranged, right? Look, either beam should have a ramping damage increase the longer you channel it, or it should deal upfront damage with an execute multiplier. If that is the case, the multiplier should be reduced to be in line with other instant execute skills, not as a DoT channel.