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https://forums.elderscrollsonline.com/en/discussion/668861

Radiant ********* Destruction... Seriously

  • azoriangaming
    azoriangaming
    ✭✭✭✭
    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.
    Edited by azoriangaming on 7 March 2015 10:10
  • Alcast
    Alcast
    Class Representative
    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.

    At least we use a skill to get that dmg. DKs hit with 30k HEavy attack lOl
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  • Francescolg
    Francescolg
    ✭✭✭✭
    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 fast-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...!?
    Edited by Francescolg on 8 March 2015 14:35
  • halfbadger
    halfbadger
    ✭✭✭
    Alcast wrote: »
    DKs hit with 30k HEavy attack lOl

    I would love to know how to hit 30k heavy attacks. With my 4k wpn dmg I have only hit about 20k when the mob was low hp and i had my "execute" on. But this was a 2h heavy attack and 2h heavy attacks have a 2s cast time...
  • Fizzlewizzle
    Fizzlewizzle
    ✭✭✭✭
    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%?
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • Alomar
    Alomar
    ✭✭✭✭✭
    I'm not one to get on the "nerf this it's op!" train. Yet, in this instance Radiant Destruction is entirely broken. It does way too much damage and is way too hard to stop/end. LoS should come into play, rolling, purging (I've tried it doesn't always work), etc.

    I don't think I've had many death recaps yet where there wasn't a 15-20k Radiant Destruction. I've also had a couple where the same player can do a 15k then a 10k in a relatively brief amount of time.
    Haxus Council Member
    Former Havoc Commander
    Former DiE officer
    Alomar: 5 Stars - Beast: 3 stars - Kurudin: 5th NA emperor
    Awaiting New World, Camelot Unchained, and Crowfall
  • NotSo
    NotSo
    ✭✭✭✭
    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.
    Edited by NotSo on 7 March 2015 15:36
    Gar'Sol the Wanderer VR14 Khajiit Sorcerer Spellblade
  • Islyn
    Islyn
    ✭✭✭✭✭
    evedgebah 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.

    Sorry but if you are getting 1 shot with only 15k life - esp in Cyro - you're doing it wrong. My char has nearly 19k life outside cyro with no pvp buffs.
  • Tankqull
    Tankqull
    ✭✭✭✭✭
    Tankqull 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
    [Moderator Note: Edited per our rules on Rude and Insulting comments]

    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!

    my main is a sorc i do not have any problems with RD so that point is pure guesstimation of yours.

    regarding your dmg complaints 40k finisher is as much exeggerated as your 20-30. the highest RD i´ve been hitten by was 11k so far relating to my death recaps. while the highest killerblade i recieved was at 12.5k(impale was at 10.2k) you can do your math on your own which one does more dmg in the same timeframe...
    Edited by Tankqull on 7 March 2015 16:04
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Imdrefan
    Imdrefan
    ✭✭✭
    NotSo wrote: »
    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.

    I still don't get this. How are people dying from this ability at full hp? The only thing might be the health bar desync, but, the laser light show is impossible to miss... I have had people do this to me at full Hp and I stand there /laugh and promtly kill them.

    Also. If you are running a 60 point Stam or a 60 point magicka build and your hp is16,000- 18'000 and you are not a shield stacking sorc YOU. WILL. DIE. Not just to Radiant Destruction but to everything. Duelling in PTS 1v1 is much different than playing on Live.
    Drefan - VR14 AD Templar
    Decibel
    Dark Flare to the Face
  • Tankqull
    Tankqull
    ✭✭✭✭✭
    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...
    Edited by Tankqull on 7 March 2015 16:15
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • AltusVenifus
    AltusVenifus
    ✭✭✭
    This skill is overkill. WTF overkill
  • azoriangaming
    azoriangaming
    ✭✭✭✭
    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...!?

    sadly you're in the wrong forum post please read the title of the post before you comment.
  • Fizzlewizzle
    Fizzlewizzle
    ✭✭✭✭
    Tankqull 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%.
    287ok5v.png

    First Fight 100% Dark Flare:
    244633a.png

    Second Fight 100% Radiant Glory:
    vq64jk.png

    Third Fight: Opening with 1 Soul Assault, followed by 1 Radiant Glory:
    2e0skzn.png

    Fourth Fight: Opening With Radiant Glory, Followed by Soul Assault (Dark Flare was needed to finish the fight).
    23rtonl.png

    Bonus Fight: 100% Puncturing Sweep (for Comparison)
    zxr5mt.png.
    To make a short recap, Starting with the highest and ending with the lowest dps set-up.
    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.


    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • PeggymoeXD
    PeggymoeXD
    ✭✭✭✭
    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.


    Kitty DK

    Vanguärd
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    Sun's Death
    EPHS

    - Peggy Moe - Look Mom No Emp Buff - Chalman - Linda the Zookeeper -
  • Fizzlewizzle
    Fizzlewizzle
    ✭✭✭✭
    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.
    I understand your point with this.
    Radiant Destruction (besides Soul Strike) is one of the few skills that gives your teammates a clear signal on who they should target, and the only skill (again, besides Soul Strike) that does damage while doing that.
    The problem is (well, not really a problem) that most of the skills in the Templar trees are very light and flashy... and i honestly don't see many ways on how to make an Offensive Channel be less obvious.

    Only two thing come too mind, and neither of them are really pretty (for the receiver mostly).
    - Make it less or hardly visible.
    - Make it like dark flare, but with an arc big enough that the skill can be completely cast before the first projectile lands on the target.

    The First one has the problem that the target won't notice where the damage is coming from, which makes it a great skill to use from ambush or from people hidden within a huge crowd.

    The second one would be my favorite, as it gives more options, although it as a small backdraw as a finisher.
    - Lets say you start channeling it, firing a string of light (or lots of individual lights) into the air.
    - About 1 or 2 seconds after channeling (a 3 second channel) the light(s) will hit the target, which will rain down damage on him/her for 3 seconds.

    The good side about this:
    - It will be clear as day that someone is preparing a huge spell, yet the teammates won't know WHO will be the intended target.
    - You could use it as an opener, since there is a time delay between the cast and the innitial hit.
    - Targets have enough time to prepare any form of defense against this skill (shields or something).
    - There will be time between each

    The bad side:
    - Using it as a finisher will be a hassle, since it will take about 5 seconds for the first damage to hit the target.
    - Targets won't know they are the target until they are actually getting hit (not the casters problem though).

    I think it would be a fun skill though... gets people nervous when they see a beam heading up into the sky from enemy lines.
    (Blocking and shields should work against it, as well as reflect skills (per tick, not per cast) completely dodging it not since it will be one of the hardest skills to use in real combat.)
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    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?

  • Tankqull
    Tankqull
    ✭✭✭✭✭
    Tankqull 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%.
    287ok5v.png

    First Fight 100% Dark Flare:
    244633a.png

    Second Fight 100% Radiant Glory:
    vq64jk.png

    Third Fight: Opening with 1 Soul Assault, followed by 1 Radiant Glory:
    2e0skzn.png

    Fourth Fight: Opening With Radiant Glory, Followed by Soul Assault (Dark Flare was needed to finish the fight).
    23rtonl.png

    Bonus Fight: 100% Puncturing Sweep (for Comparison)
    zxr5mt.png.
    To make a short recap, Starting with the highest and ending with the lowest dps set-up.
    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.
    Edited by Tankqull on 8 March 2015 12:53
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Fizzlewizzle
    Fizzlewizzle
    ✭✭✭✭
    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?
    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.

    To clear something up. The suggestion i made talks about a 3 second channel, and a total of 5 seconds before the spell hits the target. The damage would still last for as long as it does now, it would just have a delay before it actually hits the target.
    You have 2 seconds between casting the complete channel and the first damage to chomp down on the shields of the target.
    A bit longer delay could be nice for that type of play.

    So the execute range is a problem because its equal to that of the sorcerer? Maybe you forgot to read the parts where i mentioned a Execute damage of 400-500% or that you could increase the range using one of the morphs.
    (I could opt for higher execute damage since the time between the cast and the damage hitting is pretty big.)

    Its just a damage shield. You have around 2 seconds to chomp down his shield after finishing the complete cast before the first damage hits. More if you cancel the spell before you have finished your channel (it has 8 ticks total, and unless you take someone from 50%+, you wouldn't need so many ticks if you have a damage multiplier of 400% or more.)
    Tankqull wrote: »
    Tankqull 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%.
    287ok5v.png

    First Fight 100% Dark Flare:
    244633a.png

    Second Fight 100% Radiant Glory:
    vq64jk.png

    Third Fight: Opening with 1 Soul Assault, followed by 1 Radiant Glory:
    2e0skzn.png

    Fourth Fight: Opening With Radiant Glory, Followed by Soul Assault (Dark Flare was needed to finish the fight).
    23rtonl.png

    Bonus Fight: 100% Puncturing Sweep (for Comparison)
    zxr5mt.png.
    To make a short recap, Starting with the highest and ending with the lowest dps set-up.
    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.
    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.
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • Francescolg
    Francescolg
    ✭✭✭✭
    sadly you're in the wrong forum post please read the title of the post before you comment.

    No no, it is you, playing a templar twink and coming to the forums to complain about a single skill, while sorcerers still rock at single target damage.

    Imo, a normal Templar player wouldn't do so! Otherwise many others would have come to the forums to write like you! THESE templars are still testing several builds, several skills. This leads them to deeper understanding of the situation. Especially of a pvp system that was nurfed/changed/etc. Our class lost more that they gave us in this patch and players are still working hard to find new builds.

    You can't tell me that after 3-4 days you tested everything and that this skill is the most evil, most overpowered skill, etc. This feels just wrong. You should test this skill in duels, etc. and for a longer time, before you start crying for nurf!

    Some templar spec's have become glass cannons and and are now able to do damage from distance. I know that this fact can frustrate some sorcerers but they got to live with it!

    A thing which you don't understand, as you demonstrate while solely focussing on one singular OP skill, while the game has changed so much around that skill and around you (!)
    Edited by Francescolg on 8 March 2015 15:05
  • Fizzlewizzle
    Fizzlewizzle
    ✭✭✭✭
    Truth be told... Radiant Destruction is actually pretty weak for an execute skill (or as a dps skill in general).

    Personally, i have dropped Puncturing Sweep for Dark Flare as main DPS skill (Puncturing sweep is stronger, but with 1.6 it gives enemies constant CC immunity, which makes it a pain in the ass against solo targets). When i compare Dark Flare's Normal damage with Radiant Destruction's Execute damage they are about equal (Dark Flare hits higher).


    Against Giant Bats (VR9) i can hit 3.5K for the initial cast and 4.3K for every follow up cast with Dark Flare.
    With Radiant Destruction i hit between 744 and 758 per tic, with a total of 7 ticks with a full cast (6 ticks without Enduring Ray passive).

    The total damage of my Radiant Destruction would become between 5208K and 5306K (tooltip says 6349K).
    Add the 330% bonus to it if it were an execute then i would end up at 3,199K and 3,259K damage per tic, and between 22,393K and 22,813K damage for the complete duration, which will be between around 7,464K and 7,604K damage a second.

    I don't really know what the average damage of an execute skill is, as i don't play as a Nightblade or a 2h user, but from earlier remarks i would understand that my total damage would be around equal to a single hit from the instant cast execute skills.

    That would mean that they should double or triple our damage if they were to make the radiant Destruction skill equal to the other executes. Of course, you would get a problem with the cost, but for that it could be possible to make Radiant Destruction an offencive toggle which could cost like 2-2.5K Magicka a Second to keep it active.


    Personally i'm up for everything when it comes to this skill... as long as it stays useful (Main reason i make a lot of suggestion). I don't have trouble adapting if they changed something... But for the love of god i wish people stopped complaining about everything. This topic was made on the 4th. NA servers got the update on the 3rd and EU on the 4th. Anyone's pulling conclusions too fast?


    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • ZRage
    ZRage
    ✭✭✭
    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...
  • Fizzlewizzle
    Fizzlewizzle
    ✭✭✭✭
    ZRage wrote: »
    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...
    Then may i ask you:
    - What type of Equipment are you using?
    - What is your spell resist/ Magic defence?
    - Were you fighting one or multiple enemies?
    - Were you already wounded/ low on health?
    - How much HP do you have?

    A lot of factors changed, and those small thing make a huge difference.
    It seems like there are two builds for the use of this skill: the normal one and the glass canon one.
    (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)
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • glak
    glak
    ✭✭✭
    (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)
    patch 1.6.6
  • Snit
    Snit
    ✭✭✭✭✭
    An all-in-one high damage, unblockable, unreflectable ranged ability with built in execute is a lot of awesome packed into one skill slot.
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • ReCreare
    ReCreare
    ✭✭✭
    I'm a templar and I would love to see this skill nerfed. It's way way way OP. No other skill comes close. Interrupt or not.

    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.

    At least meteor is an ultimate, so that's sort of excusable. But it's just stupid.. "Oh. You want to kill everything? Use these spells. Want to play your own style and have fun? You can do that too, but you're gonna die ALOT going up against the players using the attacks we decided to make OP"

    This is the first MMO I've been more than just a "casual" in but am I missing something here? Is it so hard to achieve balance?
    Edited by ReCreare on 8 March 2015 20:55
  • PeggymoeXD
    PeggymoeXD
    ✭✭✭✭
    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.

    DK's can reflect metoer. And it is a beautiful sight. As for RD. Yeah, Templars can spam that skill 2 or 3 times and zap anyone they target. I'm not whining that a skill is powerful. I'm upset that a skill outshines, literally, every other ability there is.
    Is it so hard to achieve balance?
    for ZOS, apparently.
    Kitty DK

    Vanguärd
    Învictus
    Sun's Death
    EPHS

    - Peggy Moe - Look Mom No Emp Buff - Chalman - Linda the Zookeeper -
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
    ✭✭✭✭✭
    @ZOS_JessicaFolsom Ok I guess it's time to rage at this power on the Forums cause that as a Nightblade using Dark Cloak (the live the removes 4 DoTs) doesn't break the SINGLE TARGET CHANNEL LOCK. This power was going though walls on the PTS and now templars can single target Channeled attacks.

    Don't care about the damage its broken and scaling up to soon it will be fixed I get that for now they will have their fun but the target lock it not break

    And no I will not purge it off cause I have a class power (cheaper and it procs my Shadow Barrier) that can do the same thing with few exceptions so please fix this
    Edited by kendellking_chaosb14_ESO on 8 March 2015 23:49
    Chaos Shadow-Scale: Shadow Archer
    Chaos Death-Scale: Shadow Knight
    Tanks-With-Sap-Essence: Dark Mage
    Dark Brotherhood Listener: Blade of Argonia
    Chaos Dragon-Scale: Draconic Shield Master
    Chaos Light-Scale: Marsh Paladin
    Chaos Lightning-Scale: Daedric Master
    Hurricane Chaos: Storm Archer
    Bask-In-My-Light: Warrior of The Light
    Forged-In-Dragon-Fire: Pyro Mage
    Guardian of The Hist: Light Mender
    Chaos of Black Marsh: Master of The Burning Sword
    Star of Chaos: Frost Blade Champion
    Chaos-Lightning-Tower: Lightning Shield Master

    For the King of Argonia
    May Sithis hold back his Void
  • x_Reckonerb14_ESO
    x_Reckonerb14_ESO
    ✭✭✭
    Curious why they're so worried about expierence nerfs and not this stupid bug.
    Zagine- GM of Virtual Carnage
    Zagine - Nightblade <v14>
    Angelus Secutae - Sorcerer <non-vet>
    Faranth - Dragonknight <v2>
    Angelus Mortis - Templar <v1>
  • Lava_Croft
    Lava_Croft
    ✭✭✭✭✭
    ✭✭✭✭
    The best indication you can have of this skill being totally broken is that nearly every Templar uses this skill as an opener. Can't wait for the fix.
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