rdbrown1987 wrote: »I play a templar in pvp and after several tests in builds la,ma,ha running through spell dmg, weapon dmg, crit builds etc, I've got to admit that this skill is just ridiculous whatever build you go for eg even in ha this skill is ticking for 4.5k per second if the players hp is 50% or below.
I really can't believe other templar players are arguing that this is not op when it clearly is, I'm not going to go into the nerfs to templars because this post is about 1 ability.
I'm going to give you la wearers a tip to reduce the damage from spell skills it's called nirnhoned look it up if you want to keep using la in pvp because you have remember that spell resist is now nerfed on la.
rdbrown1987 wrote: »I play a templar in pvp (...) I've got to admit that this skill is just ridiculous whatever build you go for
piotreb17_ESO4 wrote: »ZOS_JessicaFolsom wrote: »My tooltip at V14 in maxed spell damage equipment shows ~12k withe the 70 CP. With a 30% crit rate and a 40% boost from 10% magicka, that's totally in line with non-reduced PVE damage.
Thanks for the additional info. It may be working as intended; we still want to make extra sure there aren't any damage stacking bug stragglers.
So, as I understand: it is intended for VR6 templar to shot VR14 with 15K damage?! (yes it happend also to my charcters couple times, and I can send screenshots if needed).
If yes, and there is a balance, then it should be possible for other classes to make 15K ranged damage too. So could you explain how to achieve such results using standard class abilities for: Sorcerer, Nightblade and Dragonknight.
Waiting impatiently for you answer.
olemanwinter wrote: »[Moderator Note: Edited per our rules on Rude and Insulting comments]olemanwinter wrote: »timidobserver wrote: »15,000 damage with a full radiant destruction comes up to about 5k dps since it takes 3 seconds for it to cast if you have enduring rays. 5k dps is not out of the norm in 1.6. In fact, it is pretty low for an execute.
Perhaps, but I don't anyone that just stand's there and takes 5k DPS to the face for 3 seconds. They dodge, they block, they interrupt, etc.
Which can't be done with this unbalanced skill.
Compare this to my NB finisher. With max Weapon Damage(2729) gear Killer's Blade does 2879 damage. X300% against low targets. For a total of 8637 damage (if unmitigated)
SO LETS COMPARE:
MINE: Not ranged. 5 Meter Range. 15m if you use the other morph - wich would aswell negate your last point entirely
RADIENT DEST: Long Range.
MINE: 8637 damage. = 28-40k dmg within 3 sec
RADIENT DEST: Reports of 20k - 30k damage can be rupted
MINE: Only procs on low health targets
RADIENT DEST: Procs on all targets WRONG!
Oh, and to achieve that damage I had to go stamina and lost most of my ability to escape and evade. But hey, at least I have lots of self-heals. ....Oh wait. nvm. oh and to achieve this he has to give up all escape tools as templars got none, making him extreamly vulnurable thx to the channel time, opened for everybody to rupt him with either bash or one of the range rupts dealing alot of additional dmg towards him
Cute. Except wrong.
If you go with the ranged morph it doesn't do as much damage. Magica melee NB build was severely nerfed. If you are a melee NB you must be Stamina.
Where ON EARTH do you come up with 40k damage in 3 seconds from Killer's Blade, much less the weaker Impale version you are suggesting?
And Finally Radient destruction procs for the big damage if the target EVER falls to low health during the entire 3 seconds of the attack, which is pretty much guaranteed unless you are dealing with someone with max health and shield stacking.
These conversations become more ridiculous all the time. Everyone protecting their OP build and unwilling to think objectively.
This skill needs to be reduced by 1/3 damage and be mitigated at least somewhat by blocking.
It's not even AoE. It's directional. It's completely irrational and illogical that you can't block a directional targeted attack!
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
The only hope for stopping a jesus beam is to either charge and interrupt or ranged stun but so far radiant destruction has been ticking for 16k damage with just one tic aaaaand I'm already dead so I can't tell if it's every tic or just radiant destruction front loading all it's dps because I'm already at 50% health or so, 22k full hp in pvp.
I've died a bunch of times where radiant destruction is active for what seems like 0.5 seconds and the death cap says that was 10k-16k, I've also died from 2 radiant destructions casted from one player back to back and that's all it took to kill me (from full health).
Even if 5k dps or so seems mediocre, just remember that this is 1 button that players can hit to do anywhere from half health to dead player regardless of situation.
Also I'm in heavy armor with 19k armor with buffs.
Fizzlewizzle wrote: »I have a suggestion for the skill (someone mentioned something like this in another topic, which i thought was pretty neat).
A New layout for the Radiant Destruction skill:
Radiant Destruction:
Cost: same as now.
Range: 18-22M
Type: Channeled, 3 second duration
Damage: Same as it is now (ignoring the execute phase).
Special feature:
Execute phase will start at 15-20% of the targets max health, after which it will IMMEDIATELY starts outputting damage with with a 400-500% bonus (no longer will it slowly boost from 50 or 30% onwards... idk where it starts, i only use it as execute anyway).
Ways to counter it:
Dodge Roll, cleansing effects, Nb's Something something Cloak, Reflective scales (4 ticks of damage), Defensive posture (1 tick of the damage) and Eclipse (all damage, as long as the skill is active on the user).
What won't work:
CC break, as your still standing in the middle of a direct beam.
As for the Morphs:
Radiant Glory: Still heal or maybe another effect?
Radiant Oppression: Increase the execute phase with 1/2//3/4%, 1.5/3/4.5/6% or 2/4/6/8%?
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Francescolg wrote: »rdbrown1987 wrote: »I play a templar in pvp (...) I've got to admit that this skill is just ridiculous whatever build you go for
Speaks the sorcerer: "Very clearly, we have no skills which can do 500 or more dmg per second! Of course, not!!" Reread the thread, write up arguments, compare skills with each other and the possibility to do burst damage of all classes AND please, and I'll rewrite this 1000 times (!), remember that this patch made all classes squishy and fastly-killable.
This is not about radiant destruction but a general issue in this patch!
As already stated by a Dev, this skill will be fixed.
Meanwhile, you and your friends are farming CP like crazy in PvE and nobody really cares about radiant destruction... so...!?
Fizzlewizzle wrote: »I have a suggestion for the skill (someone mentioned something like this in another topic, which i thought was pretty neat).
A New layout for the Radiant Destruction skill:
Radiant Destruction:
Cost: same as now.
Range: 18-22M
Type: Channeled, 3 second duration
Damage: Same as it is now (ignoring the execute phase).
Special feature:
Execute phase will start at 15-20% of the targets max health, after which it will IMMEDIATELY starts outputting damage with with a 400-500% bonus (no longer will it slowly boost from 50 or 30% onwards... idk where it starts, i only use it as execute anyway).
Ways to counter it:
Dodge Roll, cleansing effects, Nb's Something something Cloak, Reflective scales (4 ticks of damage), Defensive posture (1 tick of the damage) and Eclipse (all damage, as long as the skill is active on the user).
What won't work:
CC break, as your still standing in the middle of a direct beam.
As for the Morphs:
Radiant Glory: Still heal or maybe another effect?
Radiant Oppression: Increase the execute phase with 1/2//3/4%, 1.5/3/4.5/6% or 2/4/6/8%?
in other words make it completly garbage. denied by everything while the 500% increasement leads to less dmg than spamming light attacks in that duration for those who are to dump to negate it entirely...
If you're being attacked by 5 players, you should die. Will you live through 5 archers ? No. Will you live through 5 2h users ganging up on you ? Hell no.
I understand your point with this.PeggymoeXD wrote: »If you're being attacked by 5 players, you should die. Will you live through 5 archers ? No. Will you live through 5 2h users ganging up on you ? Hell no.
If you read my whole comment, the post never stated anything along the lines of "Hey ZOS I should be able to live through 5 people attacking me wtf." It was me saying I wish the animation wasn't the most obvious thing in Cyrodiil.
Fizzlewizzle wrote: »I have a suggestion for the skill (someone mentioned something like this in another topic, which i thought was pretty neat).
A New layout for the Radiant Destruction skill:
Radiant Destruction:
Cost: same as now.
Range: 18-22M
Type: Channeled, 3 second duration
Damage: Same as it is now (ignoring the execute phase).
Special feature:
Execute phase will start at 15-20% of the targets max health, after which it will IMMEDIATELY starts outputting damage with with a 400-500% bonus (no longer will it slowly boost from 50 or 30% onwards... idk where it starts, i only use it as execute anyway).
Ways to counter it:
Dodge Roll, cleansing effects, Nb's Something something Cloak, Reflective scales (4 ticks of damage), Defensive posture (1 tick of the damage) and Eclipse (all damage, as long as the skill is active on the user).
What won't work:
CC break, as your still standing in the middle of a direct beam.
As for the Morphs:
Radiant Glory: Still heal or maybe another effect?
Radiant Oppression: Increase the execute phase with 1/2//3/4%, 1.5/3/4.5/6% or 2/4/6/8%?
Fizzlewizzle wrote: »Fizzlewizzle wrote: »I have a suggestion for the skill (someone mentioned something like this in another topic, which i thought was pretty neat).
A New layout for the Radiant Destruction skill:
Radiant Destruction:
Cost: same as now.
Range: 18-22M
Type: Channeled, 3 second duration
Damage: Same as it is now (ignoring the execute phase).
Special feature:
Execute phase will start at 15-20% of the targets max health, after which it will IMMEDIATELY starts outputting damage with with a 400-500% bonus (no longer will it slowly boost from 50 or 30% onwards... idk where it starts, i only use it as execute anyway).
Ways to counter it:
Dodge Roll, cleansing effects, Nb's Something something Cloak, Reflective scales (4 ticks of damage), Defensive posture (1 tick of the damage) and Eclipse (all damage, as long as the skill is active on the user).
What won't work:
CC break, as your still standing in the middle of a direct beam.
As for the Morphs:
Radiant Glory: Still heal or maybe another effect?
Radiant Oppression: Increase the execute phase with 1/2//3/4%, 1.5/3/4.5/6% or 2/4/6/8%?
in other words make it completly garbage. denied by everything while the 500% increasement leads to less dmg than spamming light attacks in that duration for those who are to dump to negate it entirely...
I personally don't see how this would make it garbage (and why would i make it garbage if i use it myself).
The normal damage of Radiant Destruction isn't really that awesome so as a main source of DPS it wouldn't be MY option. So Increasing the Finisher and dropping the rest wouldn't hurt the skill that much.
I took a few screenshots of me going through some battles (PvE) using my prefered set-up:
Dark Flare (3), Radiant Glory (2), Structured Entropy (4), Consuming Trap (1), Radiant Magelight (4) and Soul Assault (1).First off my stats (Please don't pay mind to the Crit chance, somehow it displays incorrect (Addons?) Its 23%.To make a short recap, Starting with the highest and ending with the lowest dps set-up.
First Fight 100% Dark Flare:
Second Fight 100% Radiant Glory:
Third Fight: Opening with 1 Soul Assault, followed by 1 Radiant Glory:
Fourth Fight: Opening With Radiant Glory, Followed by Soul Assault (Dark Flare was needed to finish the fight).
Bonus Fight: 100% Puncturing Sweep (for Comparison)
.
100% Puncturing Sweep: 4420.26 dps.
Soul Assault followed by Radiant Glory: 4190.25 dps
100% Dark Flare: 4056.52 dps.
100% Radiant Glory: 2706.27dps.
As for the Individual numbers (a Single Cast):
Soul Assault: 2646.72 dps.
Dark Flare 4056.52 dps.
Radiant Glory (before it turns into the finisher. Finisher damage is hard to find out.): 463.38 dps.
Puncturing Sweep: 3006.48 dps.
Burning Light: 1413.98 dps.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
If the range is such a problem then that could be put back (it would take a long time before the skill actually hits the target, so you have enough gap closing time anyway). Also, don't use PvP bonuses as a standard for reactions.Joy_Division wrote: »Fizzlewizzle wrote: »I have a suggestion for the skill (someone mentioned something like this in another topic, which i thought was pretty neat).
A New layout for the Radiant Destruction skill:
Radiant Destruction:
Cost: same as now.
Range: 18-22M
Type: Channeled, 3 second duration
Damage: Same as it is now (ignoring the execute phase).
Special feature:
Execute phase will start at 15-20% of the targets max health, after which it will IMMEDIATELY starts outputting damage with with a 400-500% bonus (no longer will it slowly boost from 50 or 30% onwards... idk where it starts, i only use it as execute anyway).
Ways to counter it:
Dodge Roll, cleansing effects, Nb's Something something Cloak, Reflective scales (4 ticks of damage), Defensive posture (1 tick of the damage) and Eclipse (all damage, as long as the skill is active on the user).
What won't work:
CC break, as your still standing in the middle of a direct beam.
As for the Morphs:
Radiant Glory: Still heal or maybe another effect?
Radiant Oppression: Increase the execute phase with 1/2//3/4%, 1.5/3/4.5/6% or 2/4/6/8%?
And I thought ZoS went overboard with nerfs.
You just made the skill worthless.
Think about the Sorcerer skill Mage's fury with your proposal real hard.
Sorc range 38!!!!! Your nerf: 18-22.
Sorc cast time: Instant!!! Your nerf: 3 second channel (of which the first .5 seconds does no damage).
Sorc execute range: 20% Your nerf: 15-20%
Sorc counters: Have a big damage shield up and pray. Your nerf: Everything.
So to recap, the templar has to get super close, is incapable of defending herself, lowest execute threshold in the game, has a multitude more counters than every other execute...that's about it right?
So for my suggestions to work we should increase the damage of the skill (by default) to the same DPS other skills can achieve (without taking the Finisher in mind)? I personally wouldn't have a problem with it, as long as it works.Fizzlewizzle wrote: »Fizzlewizzle wrote: »I have a suggestion for the skill (someone mentioned something like this in another topic, which i thought was pretty neat).
A New layout for the Radiant Destruction skill:
Radiant Destruction:
Cost: same as now.
Range: 18-22M
Type: Channeled, 3 second duration
Damage: Same as it is now (ignoring the execute phase).
Special feature:
Execute phase will start at 15-20% of the targets max health, after which it will IMMEDIATELY starts outputting damage with with a 400-500% bonus (no longer will it slowly boost from 50 or 30% onwards... idk where it starts, i only use it as execute anyway).
Ways to counter it:
Dodge Roll, cleansing effects, Nb's Something something Cloak, Reflective scales (4 ticks of damage), Defensive posture (1 tick of the damage) and Eclipse (all damage, as long as the skill is active on the user).
What won't work:
CC break, as your still standing in the middle of a direct beam.
As for the Morphs:
Radiant Glory: Still heal or maybe another effect?
Radiant Oppression: Increase the execute phase with 1/2//3/4%, 1.5/3/4.5/6% or 2/4/6/8%?
in other words make it completly garbage. denied by everything while the 500% increasement leads to less dmg than spamming light attacks in that duration for those who are to dump to negate it entirely...
I personally don't see how this would make it garbage (and why would i make it garbage if i use it myself).
The normal damage of Radiant Destruction isn't really that awesome so as a main source of DPS it wouldn't be MY option. So Increasing the Finisher and dropping the rest wouldn't hurt the skill that much.
I took a few screenshots of me going through some battles (PvE) using my prefered set-up:
Dark Flare (3), Radiant Glory (2), Structured Entropy (4), Consuming Trap (1), Radiant Magelight (4) and Soul Assault (1).First off my stats (Please don't pay mind to the Crit chance, somehow it displays incorrect (Addons?) Its 23%.To make a short recap, Starting with the highest and ending with the lowest dps set-up.
First Fight 100% Dark Flare:
Second Fight 100% Radiant Glory:
Third Fight: Opening with 1 Soul Assault, followed by 1 Radiant Glory:
Fourth Fight: Opening With Radiant Glory, Followed by Soul Assault (Dark Flare was needed to finish the fight).
Bonus Fight: 100% Puncturing Sweep (for Comparison)
.
100% Puncturing Sweep: 4420.26 dps.
Soul Assault followed by Radiant Glory: 4190.25 dps
100% Dark Flare: 4056.52 dps.
100% Radiant Glory: 2706.27dps.
As for the Individual numbers (a Single Cast):
Soul Assault: 2646.72 dps.
Dark Flare 4056.52 dps.
Radiant Glory (before it turns into the finisher. Finisher damage is hard to find out.): 463.38 dps.
Puncturing Sweep: 3006.48 dps.
Burning Light: 1413.98 dps.
do the math with your own suggestions 463*5=2315 thats 1/5th of the dps other finisher provide thats half of the dps you can achieve by other class abilities - or in other word a skill not worth a slot on your bar.
rdbrown1987 wrote: »sadly you're in the wrong forum post please read the title of the post before you comment.
Then may i ask you:I'm getting hit by this skill for 15k - 20k dmg all the time in cryodil, it's either bugged or extremely OP, 1-2 sec and it just kills...
patch 1.6.6Fizzlewizzle wrote: »(And... there is indeed a bug with it going into full Execute mode to soon, but i hope they will fix that tomorrow with patch 1.6.1)
It seems like the devs made a few skills way more powerful than others, and now everyone and their grandma is using them. Of course I mean meteor and radiant mostly.
for ZOS, apparently.Is it so hard to achieve balance?