Entropy. And those damage numbers look a bit on the weak side for other executes.Desommettor wrote: »
MaxwellCrystal wrote: »@myrrrorb14_ESO
People are missing the point the damage re-cap isn't what's bothering me; what's bothering me is the instant death that I can't escape even if I drink a potion while spamming vigor/igneous shield, that to me is outrageous. I get it making it dodge-able would supposedly get rid of 'everyone' slotting it (which seems more of an opinion due to prior patches I'd still die by it but not as frequent). If that's the case then make the range equivalent to draining shot (bow skill) or destructive clench and the execute would be balanced. You cannot have the best of both worlds and say it's a balanced skill because its most certainly not.
@maxjapank I'm quite sure toppling charge isn't a hard CC and javelin too (Hard CCs go through block). I was thinking of the templar mage guard NPCs light prism thing, wasn't sure if templars had access to that skill as it goes through block and stuns you (not that orb that reflects damage).
Yeah there are plenty of skills that do high damage like ultimates but guess what... I can at-least survive/dodge every single ultimate/ability in the game aside from radiant destruction. Not every templar took off RD when it was bugged because prior to TG update (I believe that's when it was fixed) it was still used but after they pinned you down. If you don't want it dodge-able then reduce it's range like I said it has to be one of the 3 I listed before. Also I'll repeat myself again, it's not the high damage value on the re-cap that's annoying me it's the simple fact that once I'm 30-40% health even when I'm healing to 50% I get 1 shotted and there's nothing I can really do unless I pop corrosive armor (which I do not slot in PvP unless it's for tactical captures). Every other execute I can dodge or survive just a little to get away but RD is one that I cannot.
Here's some representative evidence material, with a focal point on this topic's subject:
https://www.youtube.com/watch?v=TEKXmN5cz80
https://forums.elderscrollsonline.com/en/discussion/265441/video-beam-dream-team#latest
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
MaxwellCrystal wrote: »@AfkNinja
I believe it's fair if I burst you down using a dizzing swing and take flight followed up with an animation cancelled heavy/executioner that should kill you depending on my values. You shouldn't be stacked at full health after my all that hits you with your bar barely even going below 50%. That's happened on some occasions but I try to avoid fights like that as it's just too much but I see your point in fairness.
I mean for me balance for RD is when I fight someone from X amount of meters away and that person gets me close to death I shouldn't see a beam from on top of an outpost or all the way out of nowhere hitting me and killing me. If the range is reduced I'd be fine with it as I could definitely run away from a templar (hehe since no movement speed ).
You're good mate I mean this is the forums I look at it as a way to discuss issues and collaborate ways to fix it as long as people don't act sarcastic and rude then we're good.
I think everyone is misunderstanding why Templar do not feel it is an OP skill. Pre execute, the skill does ***, half health its nice, and quarter health, its an execute. Us magic Templar use the skill at full health because it is the ONLY thing we have against dodge rolling, vigor/ rally spamming, blocking, cloaking, mitigating, shuffle dodging, and soon BONE SHIELDING stamina builds. Why would I for example, try casting dark flare on you? I'll miss DF every cast. Why would I risk toppling charge? I may not hit, and the skill may not fire off. Why would I cast puncturing sweeps? The snare seems none existent due to having to hit you with the LAST hit of it to get the snare, there fore we miss you... now. If you were standing still, or staying in mêlée, you would be dead in a matter of seconds against my dark flare, charge, sweeps combo, but because you are dodge rolling I choose to use radiant, even if your at full health... because its easy when compared to the above combo. But even if I had been spamming radiant destruction, it will take a LONG time to kill you because remember, your blocking, CCing me, vigor casting, cloaking, and LOSing me... so I will say this
L2P if you complain about getting killed from full health to zero 1v1! The damage it deal at full health is so garbage... and if you get killed by more than one player, what are complaining about? You mad cause you couldn't 1vX? STFU.... and if ur a magicka build, complaining about this skil...GTFO....just leave.
Here's some representative evidence material, with a focal point on this topic's subject:
https://www.youtube.com/watch?v=TEKXmN5cz80
https://forums.elderscrollsonline.com/en/discussion/265441/video-beam-dream-team#latest
MaxwellCrystal wrote: »The issue isn't the tick it's how it's virtually instant. When I get below a 50% threshold I just drop down and not only just me many players are experiencing that issue. People say well you can CC,Block,Heal,etc but unfortunately you can't all the time. .
There are many instants and equally damaging skills that will kill me. And I can't always cc, block, or heal outta those. And RD isn't instant. It's a 3 sec channel and the damge you see on your death recap is that full 3-sec total damage. Yes, the last tick under 10% is big. But that tick is overflow damage. 10% of 25k health is only 2500 health. So what if our RD does 10k damage on that tick. Doesn't matter. Anything that did 2501 damage would kill you.MaxwellCrystal wrote: »I suggest making it dodge-able...
It was dodge-able at one point because it was bugged. And guess what? Nearly every Templar took it off their bar in pvp. It was too easy for anybody to avoid it, it wasn't worth the slot. Making it dodge-able isn't the answer. Not while it is a channel. You would need to make it an Instant skill. But other classes already have those. And why can't one or two skills be a hard counter to dodging?MaxwellCrystal wrote: »People say no because it'll ruin the skill even though I'm sure correct me if I'm wrong templars has a hard CC where you can stop someone from dodge rolling so you can cast that insta kill RD.
We have two hard ccs. One is Toppling charge, a gap closer that fails to go off many times. You push the button and nothing happens. You push it another 3..4...times and nothing happens. Damn...I just died because I couldn't cc the guy. The Other is Javelin, a ranged spear that has a knockback. This is a great skill and often what I use to get my RD kills. Because I often don't get an RD kill unless I cc the opponent first. I need to cc him because my RD is a channel and it leaves me open to being bashed/interrupted.
You see...RD is not just a mindless skill. We are looking to hit the person with it when they are at low health and preferably when they are cc'd. Just like any other execute.
MaxwellCrystal wrote: »@maxjapank
I've only given options and stressed I'm not calling for a nerf. I said either something has to be changed it's range seems to be a fair trade off but sure ignore that. A hard CC is a CC that goes through block like fear, fossilize and that sorcerer prism thing which requires you to break free. I'm not familiar with the Templar Hard CC as I haven't been hit with a CC that I remember went through my block. I've blocked javelin and toppling charge before therefore they aren't hard CCs and I see your edit so that's the templars hard CC.
I look at CCs broken down in 3 categories. Hard CC, CC, and Soft CC. Hard CCs go through block so you have to break free regardless while CC doesn't go through block so you're good as long as you block but if you don't you'll have to break free, lastly soft CCs you do not have to break free but they immobilize your character/root them which you'll need to wait or roll dodge to get out of. That's the explanation I have of CCs I see yours differ but ok.
@myrrrorb14_ESO
Not sure what you're talking about I gave the 1vX situation based on why I felt healing being nerf'd is at a good state and I wouldn't mind it being nerf'd a little more because fighting more than 2 magicka templars makes it difficult to overcome the heal with burst damage (as a Stamina DK) unless I get my ultimate on both of them then it's over. So yeah that was my example I mean I can give a better example of a groups invading a keep as there heals ignore LoS healing players all around them even if on different elevation but that's a longer discussion that wasn't relevant to my thread so I kept off of it.
@AfkNinja
1.I don't believe dodge should be the single counter to the entire game that is just one of the 4 suggestions I gave for this ability to be changed please do not assume that, thanks.
2.The damage to me feels instant when I get in that execute range no matter what distance which makes healing out of it impossible that has been my comment repeatedly through-out this thread.
3.I seriously think you didn't read my comment to myrrob wasn't about trying to win it was about healing which wasn't related to this thread. I said I felt healing nerfs were in a good spot but I wouldn't mind if they were nerf'd a little to make it easier to burst down 2 templars in a 1vX situation instead of them out healing the damage.
4. I believe (just checked and only saw this thread as a complaint regarding it) that I made 1 thread regarding RD unless I missed it but checking my profile showed this thread and that's all.. so yeah... I made this thread to encourge discussion and see what people would rather have changed and the range seems to be the one thing they don't really mind being changed.
5. NEVER stated that radiant ignores shields I think you're mixing me up with someone else mate.
6. I'm not mad that an execute executed me my issue is that it can do so at a long range. People got mad when they got executed by a DKs Heavy attack but that wasn't fair too right?
@MaxwellCrystal
That whole post wasn't directed specifically at you but more aimed at a few players I see who keep making threads exactly like this one with the same arguments over an over.
Nothing personal as I don't even play Magplar. Just playing devils advocate, and honestly I don't really see the issue people are complaining about.
"I wouldn't mind if they were nerf'd a little to make it easier to burst down 2 templars in a 1vX situation instead of them out healing the damage."
Regarding the 1vX against 2 templar's you really think it's fair for you to be able to out dps 2 templar's healing eachother when their specialization as a magic class is healing? I see your point, I really do as I like solo roaming too, but you have to understand ZOS can not balance this game around 1vX as it would ruin the game. Battlegrounds and Arena's are coming, your time to shine is just around the corner.
Not saying the skill is perfect, honestly I don't think there IS a way to fully balance RD in all situations. At the moment though it is balanced in GvG and 1v1 and that's really the best you can do.
P.S. I never wanted RD, I loved Blinding Flashes.
MaxwellCrystal wrote: »@maxjapank
The issue isn't the tick it's how it's virtually instant. When I get below a 50% threshold I just drop down and not only just me many players are experiencing that issue. People say well you can CC,Block,Heal,etc but unfortunately you can't all the time. If a templar is beaming you from a higher elevation and you have no long distance CC then that's not viable you may think "Oh well just run away" I would if I could survive that long to get out of it's range. So what about blocking it, well I've tried blocking it and healing through but unfortunately that doesn't work at all even when I block I just go.....dead.
I suggest making it dodge-able which would get rid of the mindless beamplars running around spamming it from their insane distance. People say no because it'll ruin the skill even though I'm sure correct me if I'm wrong templars has a hard CC where you can stop someone from dodge rolling so you can cast that insta kill RD.
I don't want this to be nerf'd just give it a shorter range or make it dodge-able that way it won't interfere with PvE as much.
Entropy. And those damage numbers look a bit on the weak side for other executes.Desommettor wrote: »
The 'dodge spam' is not Nightblade specific and spamming Cloak is something which has so many counters by now that it's really not an issue anymore unless you are a new player, a bad player or a combination of the two.Fix NB dodge and invis spam, then i'll be willing to talk about radiant destruction nerf. Until then, no thanks.
outsideworld76 wrote: »RD isn't overpowered, only if health drops below 50%. Anyway got hit bij RD last week for 28k, strange thing is that on the recap I only had one other damage report of only 7.8k. Normally I have about 24k health so that looks bugged to me, anyone who can clarify this?