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[Temlar skill] Radiant Destruction need nerf!

TDVM
TDVM
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Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.
  • olsborg
    olsborg
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    /signed

    PC EU
    PvP only
  • notyuu
    notyuu
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    Or...take some of the power out of it and put it back into jabs
  • Joy_Division
    Joy_Division
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    Ten years later templars still low tier and people still begging for nerfs.

    Some things never change.
    Edited by Joy_Division on 9 June 2024 03:42
  • TDVM
    TDVM
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    Ten years later templars still low tier and people still begging for nerfs.

    Some things never change.

    Necro says hi. It's one thing when the nerf happens for silly reasons, and another when a really imbalanced skill is not touched
  • notyuu
    notyuu
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    TDVM wrote: »
    Ten years later templars still low tier and people still begging for nerfs.

    Some things never change.

    Necro says hi. It's one thing when the nerf happens for silly reasons, and another when a really imbalanced skill is not touched

    Stamplar says welcome to the club, you new here?

    The entire reason the skill is imbalanced is that in U35, for whatever reason ZoS decided to stip 96% of the power from the rest of the class tool kit (including over 60% from jabs) and slap it onto Beam

    the solution is simple, undo that change annnd
    1: Stamplar gets back its idenity as the "Juicy damage at the cost of everything else" playstyle
    2: People stop grumbling about getting sniped via beam (tbh it's the only thing templar has damage wise anymore)
    3: we can move onto other issues, like the fact that templar lacks damage output due to burst skills not working right (i refuse to beleive 5K crits in pvp for 6 seconds of work is intentional) and thus is just a heal-bot lump of refusing to die
    4: we can then address necromancer being a clunky mess of what is basically cast time skills when instead it should be a pet summon based class
  • TDVM
    TDVM
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    notyuu wrote: »
    TDVM wrote: »
    Ten years later templars still low tier and people still begging for nerfs.

    Some things never change.

    Necro says hi. It's one thing when the nerf happens for silly reasons, and another when a really imbalanced skill is not touched

    Stamplar says welcome to the club, you new here?

    The entire reason the skill is imbalanced is that in U35, for whatever reason ZoS decided to stip 96% of the power from the rest of the class tool kit (including over 60% from jabs) and slap it onto Beam

    the solution is simple, undo that change annnd
    1: Stamplar gets back its idenity as the "Juicy damage at the cost of everything else" playstyle
    2: People stop grumbling about getting sniped via beam (tbh it's the only thing templar has damage wise anymore)
    3: we can move onto other issues, like the fact that templar lacks damage output due to burst skills not working right (i refuse to beleive 5K crits in pvp for 6 seconds of work is intentional) and thus is just a heal-bot lump of refusing to die
    4: we can then address necromancer being a clunky mess of what is basically cast time skills when instead it should be a pet summon based class

    The fact that this skillet isn't balanced remains a fact, I don't care what they do with this class, but the skillet is worth balancing. I'm not talking about reducing damage, I'm talking about reducing radius. The whole point of the resentment is that this skill works on a large radius and you can't dodge it, just like you can't dodge an ulta from a bow. Reducing the radius will only affect those who stand back and use this skill only in the hope that it will kill someone.
    Templar has more playability even in the current meta and “balance” than necro, how many templars or necros will you encounter in cyro/bg/ic and how many times will you complete the “kill necros” or “kill plars” quests?
  • notyuu
    notyuu
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    TDVM wrote: »
    notyuu wrote: »
    TDVM wrote: »
    Ten years later templars still low tier and people still begging for nerfs.

    Some things never change.

    Necro says hi. It's one thing when the nerf happens for silly reasons, and another when a really imbalanced skill is not touched

    Stamplar says welcome to the club, you new here?

    The entire reason the skill is imbalanced is that in U35, for whatever reason ZoS decided to stip 96% of the power from the rest of the class tool kit (including over 60% from jabs) and slap it onto Beam

    the solution is simple, undo that change annnd
    1: Stamplar gets back its idenity as the "Juicy damage at the cost of everything else" playstyle
    2: People stop grumbling about getting sniped via beam (tbh it's the only thing templar has damage wise anymore)
    3: we can move onto other issues, like the fact that templar lacks damage output due to burst skills not working right (i refuse to beleive 5K crits in pvp for 6 seconds of work is intentional) and thus is just a heal-bot lump of refusing to die
    4: we can then address necromancer being a clunky mess of what is basically cast time skills when instead it should be a pet summon based class

    The fact that this skillet isn't balanced remains a fact, I don't care what they do with this class, but the skillet is worth balancing. I'm not talking about reducing damage, I'm talking about reducing radius. The whole point of the resentment is that this skill works on a large radius and you can't dodge it, just like you can't dodge an ulta from a bow. Reducing the radius will only affect those who stand back and use this skill only in the hope that it will kill someone.
    Templar has more playability even in the current meta and “balance” than necro, how many templars or necros will you encounter in cyro/bg/ic and how many times will you complete the “kill necros” or “kill plars” quests?

    I'm saying leave the range as is and reduce the damage to allow for some of the power budget to be allocated somewhere else within the tool kit.

    Also calling templar "playable" is like calling necro "smooth", sure you can "play" templar...by sitting there doing negative levels of DPS and being an unkillable blob, which is not only extremely ineffective but also really, really boring.

    As for your question, this week
    8 kill necro (via kill stealing)
    2 kill templar (healing blob)

    But i encountered roughly the same amount of each...more or less, which was very very few.
  • SandandStars
    SandandStars
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    notyuu wrote: »
    TDVM wrote: »
    notyuu wrote: »
    TDVM wrote: »
    Ten years later templars still low tier and people still begging for nerfs.

    Some things never change.

    Necro says hi. It's one thing when the nerf happens for silly reasons, and another when a really imbalanced skill is not touched

    Stamplar says welcome to the club, you new here?

    The entire reason the skill is imbalanced is that in U35, for whatever reason ZoS decided to stip 96% of the power from the rest of the class tool kit (including over 60% from jabs) and slap it onto Beam

    the solution is simple, undo that change annnd
    1: Stamplar gets back its idenity as the "Juicy damage at the cost of everything else" playstyle
    2: People stop grumbling about getting sniped via beam (tbh it's the only thing templar has damage wise anymore)
    3: we can move onto other issues, like the fact that templar lacks damage output due to burst skills not working right (i refuse to beleive 5K crits in pvp for 6 seconds of work is intentional) and thus is just a heal-bot lump of refusing to die
    4: we can then address necromancer being a clunky mess of what is basically cast time skills when instead it should be a pet summon based class

    The fact that this skillet isn't balanced remains a fact, I don't care what they do with this class, but the skillet is worth balancing. I'm not talking about reducing damage, I'm talking about reducing radius. The whole point of the resentment is that this skill works on a large radius and you can't dodge it, just like you can't dodge an ulta from a bow. Reducing the radius will only affect those who stand back and use this skill only in the hope that it will kill someone.
    Templar has more playability even in the current meta and “balance” than necro, how many templars or necros will you encounter in cyro/bg/ic and how many times will you complete the “kill necros” or “kill plars” quests?

    I'm saying leave the range as is and reduce the damage to allow for some of the power budget to be allocated somewhere else within the tool kit.

    Also calling templar "playable" is like calling necro "smooth", sure you can "play" templar...by sitting there doing negative levels of DPS and being an unkillable blob, which is not only extremely ineffective but also really, really boring.

    As for your question, this week
    8 kill necro (via kill stealing)
    2 kill templar (healing blob)

    But i encountered roughly the same amount of each...more or less, which was very very few.

    ^agree

    radiant is an op, low skill, ranged execute, BUT, the class is dead boring to play.

    it’s an example of the worst attempt to “balance” a class i’ve seen

  • TDVM
    TDVM
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    notyuu wrote: »
    TDVM wrote: »
    notyuu wrote: »
    TDVM wrote: »
    Ten years later templars still low tier and people still begging for nerfs.

    Some things never change.

    Necro says hi. It's one thing when the nerf happens for silly reasons, and another when a really imbalanced skill is not touched

    Stamplar says welcome to the club, you new here?

    The entire reason the skill is imbalanced is that in U35, for whatever reason ZoS decided to stip 96% of the power from the rest of the class tool kit (including over 60% from jabs) and slap it onto Beam

    the solution is simple, undo that change annnd
    1: Stamplar gets back its idenity as the "Juicy damage at the cost of everything else" playstyle
    2: People stop grumbling about getting sniped via beam (tbh it's the only thing templar has damage wise anymore)
    3: we can move onto other issues, like the fact that templar lacks damage output due to burst skills not working right (i refuse to beleive 5K crits in pvp for 6 seconds of work is intentional) and thus is just a heal-bot lump of refusing to die
    4: we can then address necromancer being a clunky mess of what is basically cast time skills when instead it should be a pet summon based class

    The fact that this skillet isn't balanced remains a fact, I don't care what they do with this class, but the skillet is worth balancing. I'm not talking about reducing damage, I'm talking about reducing radius. The whole point of the resentment is that this skill works on a large radius and you can't dodge it, just like you can't dodge an ulta from a bow. Reducing the radius will only affect those who stand back and use this skill only in the hope that it will kill someone.
    Templar has more playability even in the current meta and “balance” than necro, how many templars or necros will you encounter in cyro/bg/ic and how many times will you complete the “kill necros” or “kill plars” quests?

    I'm saying leave the range as is and reduce the damage to allow for some of the power budget to be allocated somewhere else within the tool kit.

    Also calling templar "playable" is like calling necro "smooth", sure you can "play" templar...by sitting there doing negative levels of DPS and being an unkillable blob, which is not only extremely ineffective but also really, really boring.

    As for your question, this week
    8 kill necro (via kill stealing)
    2 kill templar (healing blob)

    But i encountered roughly the same amount of each...more or less, which was very very few.

    Anything to balance this unbalanced skill.

    But there's no denying that there are 2x if not 3 times more plars than necros. In my experience, I'll tell you that a “kill plars” quest is much easier to complete than a “kill necro” quest, which may not be completed in 2-3 nights.
    Necro has such a state right now that it's unclear what ZOS want to make of it, considering the last major nerf was skeleton jumper and making it an unnecessary even in pve.

    And the fact that plar is boring to play is another topic, boring is not boring but playability is still more than necro, you can just see it even with your eyes closed if you play pvp often.
  • Firstmep
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    Just as soon as undeath is removed. Although they would have to compensate somewhere else then, which could be fine.

    Also Necro really shouldn't be the standard by which we judge classes.
  • Joy_Division
    Joy_Division
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    TDVM wrote: »
    notyuu wrote: »
    TDVM wrote: »
    notyuu wrote: »
    TDVM wrote: »
    Ten years later templars still low tier and people still begging for nerfs.

    Some things never change.

    Necro says hi. It's one thing when the nerf happens for silly reasons, and another when a really imbalanced skill is not touched

    Stamplar says welcome to the club, you new here?

    The entire reason the skill is imbalanced is that in U35, for whatever reason ZoS decided to stip 96% of the power from the rest of the class tool kit (including over 60% from jabs) and slap it onto Beam

    the solution is simple, undo that change annnd
    1: Stamplar gets back its idenity as the "Juicy damage at the cost of everything else" playstyle
    2: People stop grumbling about getting sniped via beam (tbh it's the only thing templar has damage wise anymore)
    3: we can move onto other issues, like the fact that templar lacks damage output due to burst skills not working right (i refuse to beleive 5K crits in pvp for 6 seconds of work is intentional) and thus is just a heal-bot lump of refusing to die
    4: we can then address necromancer being a clunky mess of what is basically cast time skills when instead it should be a pet summon based class

    The fact that this skillet isn't balanced remains a fact, I don't care what they do with this class, but the skillet is worth balancing. I'm not talking about reducing damage, I'm talking about reducing radius. The whole point of the resentment is that this skill works on a large radius and you can't dodge it, just like you can't dodge an ulta from a bow. Reducing the radius will only affect those who stand back and use this skill only in the hope that it will kill someone.
    Templar has more playability even in the current meta and “balance” than necro, how many templars or necros will you encounter in cyro/bg/ic and how many times will you complete the “kill necros” or “kill plars” quests?

    I'm saying leave the range as is and reduce the damage to allow for some of the power budget to be allocated somewhere else within the tool kit.

    Also calling templar "playable" is like calling necro "smooth", sure you can "play" templar...by sitting there doing negative levels of DPS and being an unkillable blob, which is not only extremely ineffective but also really, really boring.

    As for your question, this week
    8 kill necro (via kill stealing)
    2 kill templar (healing blob)

    But i encountered roughly the same amount of each...more or less, which was very very few.

    Anything to balance this unbalanced skill.

    But there's no denying that there are 2x if not 3 times more plars than necros. In my experience, I'll tell you that a “kill plars” quest is much easier to complete than a “kill necro” quest, which may not be completed in 2-3 nights.
    Necro has such a state right now that it's unclear what ZOS want to make of it, considering the last major nerf was skeleton jumper and making it an unnecessary even in pve.

    And the fact that plar is boring to play is another topic, boring is not boring but playability is still more than necro, you can just see it even with your eyes closed if you play pvp often.

    Yes, the necro sucks. There is a post in another thread in which they were less than 5% of a player killed for basically the past 2 or 3 updates. It's an awkwardly designed class that requires too many hoops to jump though just to do anything with what are uninspiring skills. What kind of a necromancer has just a couple temporary minions they hardly do anything? They make good PvE tanks and that's just about it. If you are really into necros, I'd just bail on that ship because it's sunk. Been out for 5 years and ZOS has done nothing in those 5 years that even resembles archetype necromancer fantasy. Instead of banging a head against the wall, find a different class or a different game that actually does necros right. Complaining about a skill regular PvPers figured out how to deal with 6 years ago isn't going to help.

    Radiant Destruction has basically worked the same way since 2015. ZoS is not going to change it. For once, they stuck to their guns and have largely proven to be correct. With this mighty weapon at the Templar's disposal, it has spent the least time as "meta" of all the classes, save the obvious exception of necromancer.

    Yes it's undodgable. So don't dodge. Bash interrupt. Keep HoTs up. Block. Line of sight (this is the best defense by the way because templars are naturally slow and are channeling). Cleanse it. Shields. Burst heal through it. Stun the templar who can't block or dodge. People figured this out years ago.

  • BXR_Lonestar
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    TDVM wrote: »
    Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.

    Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.
  • notyuu
    notyuu
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    TDVM wrote: »
    Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.

    Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.

    which is ironic given that beam is MAGPLAR
  • TDVM
    TDVM
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    notyuu wrote: »
    TDVM wrote: »
    Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.

    Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.

    which is ironic given that beam is MAGPLAR

    with hybridization, there is no old notion of stam or mana for most classes, so this argument doesn't make sense
  • notyuu
    notyuu
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    TDVM wrote: »
    notyuu wrote: »
    TDVM wrote: »
    Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.

    Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.

    which is ironic given that beam is MAGPLAR

    with hybridization, there is no old notion of stam or mana for most classes, so this argument doesn't make sense

    We have Hybrid scaling, not building, if we went with actual Hybrid builds our damage output would be comically bad due to being spread far too thin...but that's besides the pointm, and due to the fact that beam costs mag, you can't spam it on a stam build, but you can on a mag build, thus it's a magplar skill.

    (also for the record, in pvp Magplar isn't strong, sure they are hard to kill but outside of sniping kills via beam their damage can mostly be shrugged off provided you are not doing something silly like trying to fight a dozen people at once)
  • TDVM
    TDVM
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    notyuu wrote: »
    TDVM wrote: »
    notyuu wrote: »
    TDVM wrote: »
    Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.

    Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.

    which is ironic given that beam is MAGPLAR

    with hybridization, there is no old notion of stam or mana for most classes, so this argument doesn't make sense

    We have Hybrid scaling, not building, if we went with actual Hybrid builds our damage output would be comically bad due to being spread far too thin...but that's besides the pointm, and due to the fact that beam costs mag, you can't spam it on a stam build, but you can on a mag build, thus it's a magplar skill.

    (also for the record, in pvp Magplar isn't strong, sure they are hard to kill but outside of sniping kills via beam their damage can mostly be shrugged off provided you are not doing something silly like trying to fight a dozen people at once)

    This does not cancel the fact that because of the hybridization is no longer a concept of stam and mage as before, with this silly to argue, because if you were a mana, you used only skills for mana, and now use what is more damaging and more useful.

    The essence remains the same: skill should be corrected, either reduce the radius to 10-15 meters leaving the damage that he now has, or leave the radius but reduce the damage by almost 50%.

    There is no point in continuing the dialog, if you want to discuss plar class or hybridization in general, you can open a new thread on the forum
    Edited by TDVM on 11 June 2024 01:44
  • TechMaybeHic
    TechMaybeHic
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    My plar has been using wrecking blow, vigor and PoTL with restoring focus to help sustain for that and block dodge. Then 6 mag abilities which are mostly utility outside of radiant oppression otherwise. I stack spell damage but spam stam abilities Does that make it mag, or stamplar? Really, it feels like most builds are actually healthplar as health is the highest stat.

    At any rate; the use of RO for me is usually for kity individual who just want to run away wihtout any LOS. It rarely is the reason for the kill, as much as just secures it. I rarely have been killed by RO and on the receiving end felt like thats what got me or the templar in general was the reason I got into trouble in the first place.

  • Joy_Division
    Joy_Division
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    TDVM wrote: »
    notyuu wrote: »
    TDVM wrote: »
    notyuu wrote: »
    TDVM wrote: »
    Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.

    Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.

    which is ironic given that beam is MAGPLAR

    with hybridization, there is no old notion of stam or mana for most classes, so this argument doesn't make sense

    We have Hybrid scaling, not building, if we went with actual Hybrid builds our damage output would be comically bad due to being spread far too thin...but that's besides the pointm, and due to the fact that beam costs mag, you can't spam it on a stam build, but you can on a mag build, thus it's a magplar skill.

    (also for the record, in pvp Magplar isn't strong, sure they are hard to kill but outside of sniping kills via beam their damage can mostly be shrugged off provided you are not doing something silly like trying to fight a dozen people at once)

    This does not cancel the fact that because of the hybridization is no longer a concept of stam and mage as before, with this silly to argue, because if you were a mana, you used only skills for mana, and now use what is more damaging and more useful.

    The essence remains the same: skill should be corrected, either reduce the radius to 10-15 meters leaving the damage that he now has, or leave the radius but reduce the damage by almost 50%.

    There is no point in continuing the dialog, if you want to discuss plar class or hybridization in general, you can open a new thread on the forum

    50%?!? We had these discussions years ago and those of us who have been around that long have figured this out.

    Some years ago, ZOS did reduce the damage of Radiant by about 20%, way less than your proposal, and it resulted in the skill being so bad that many templars stopped using it. Observe how people with just a sliver of their health bars had no problem surviving a skill they couldn't dodge:

    https://www.youtube.com/watch?v=mYhctNG9FNE
    Edited by Joy_Division on 11 June 2024 05:00
  • Bluestin
    Bluestin
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    TDVM wrote: »
    Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.

    Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.

    Frankly, Magplar isn't "Strong", just the execute. Melee Stamplar and Melee Magplar essentially used the same toolsets just with their aforementioned resource split (Stamina for Stamplar, Magicka for Magplar). Both versions are crippled by the adjustments to Burning Light/Jabs/Sweeps/Power of the Light/Purifying Light.

    Magplar had and still has access to the healing side of Templar that Stamplar, before hybridization, got no real use out of; however both versions of Templar deal horrible damage outside of the Magicka cost based skill "Radiant Destruction", which is an execute.

    Templar's kit has been brow-beaten down to only offer Radiant Destruction for their damage at this point. All of the above is of course in relation to PvP, although I believe Radiant Destruction makes up the majority of their damage in PvE as well. I agree with @notyuu that their power budget needs to be reallocated as it's all on one skill now.
    Edited by Bluestin on 11 June 2024 05:21
  • Firstmep
    Firstmep
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    Bluestin wrote: »
    TDVM wrote: »
    Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.

    Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.

    Frankly, Magplar isn't "Strong", just the execute. Melee Stamplar and Melee Magplar essentially used the same toolsets just with their aforementioned resource split (Stamina for Stamplar, Magicka for Magplar). Both versions are crippled by the adjustments to Burning Light/Jabs/Sweeps/Power of the Light/Purifying Light.

    Magplar had and still has access to the healing side of Templar that Stamplar, before hybridization, got no real use out of; however both versions of Templar deal horrible damage outside of the Magicka cost based skill "Radiant Destruction", which is an execute.

    Templar's kit has been brow-beaten down to only offer Radiant Destruction for their damage at this point. All of the above is of course in relation to PvP, although I believe Radiant Destruction makes up the majority of their damage in PvE as well. I agree with @notyuu that their power budget needs to be reallocated as it's all on one skill now.

    I refer to ranged staff wielding templar as magplar these days, and that build is quite strong these days.

    Aurora javelin hits like a truck and it's an undodgeable cc in one. Radiant is much more effective at max range where you like wont get bashed right away.
  • TechMaybeHic
    TechMaybeHic
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    Firstmep wrote: »
    Bluestin wrote: »
    TDVM wrote: »
    Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.

    Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.

    Frankly, Magplar isn't "Strong", just the execute. Melee Stamplar and Melee Magplar essentially used the same toolsets just with their aforementioned resource split (Stamina for Stamplar, Magicka for Magplar). Both versions are crippled by the adjustments to Burning Light/Jabs/Sweeps/Power of the Light/Purifying Light.

    Magplar had and still has access to the healing side of Templar that Stamplar, before hybridization, got no real use out of; however both versions of Templar deal horrible damage outside of the Magicka cost based skill "Radiant Destruction", which is an execute.

    Templar's kit has been brow-beaten down to only offer Radiant Destruction for their damage at this point. All of the above is of course in relation to PvP, although I believe Radiant Destruction makes up the majority of their damage in PvE as well. I agree with @notyuu that their power budget needs to be reallocated as it's all on one skill now.

    I refer to ranged staff wielding templar as magplar these days, and that build is quite strong these days.

    Aurora javelin hits like a truck and it's an undodgeable cc in one. Radiant is much more effective at max range where you like wont get bashed right away.

    Javelin is dodgeable
  • Firstmep
    Firstmep
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    Firstmep wrote: »
    Bluestin wrote: »
    TDVM wrote: »
    Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.

    Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.

    Frankly, Magplar isn't "Strong", just the execute. Melee Stamplar and Melee Magplar essentially used the same toolsets just with their aforementioned resource split (Stamina for Stamplar, Magicka for Magplar). Both versions are crippled by the adjustments to Burning Light/Jabs/Sweeps/Power of the Light/Purifying Light.

    Magplar had and still has access to the healing side of Templar that Stamplar, before hybridization, got no real use out of; however both versions of Templar deal horrible damage outside of the Magicka cost based skill "Radiant Destruction", which is an execute.

    Templar's kit has been brow-beaten down to only offer Radiant Destruction for their damage at this point. All of the above is of course in relation to PvP, although I believe Radiant Destruction makes up the majority of their damage in PvE as well. I agree with @notyuu that their power budget needs to be reallocated as it's all on one skill now.

    I refer to ranged staff wielding templar as magplar these days, and that build is quite strong these days.

    Aurora javelin hits like a truck and it's an undodgeable cc in one. Radiant is much more effective at max range where you like wont get bashed right away.

    Javelin is dodgeable

    Yeah my bad wanted to type unblockable.
  • Galeriano2
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    Templar is in a silly position where it could use both buffs and nerf at the same time.

    It's way to common for people to be "this guy" who just rely heavily on javelin and beam plus meteor when it's charged and get more succes with it than they should but it is also kinda frustrating to often lack burst to get through someone's defenses.
  • TDVM
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    TDVM wrote: »
    notyuu wrote: »
    TDVM wrote: »
    notyuu wrote: »
    TDVM wrote: »
    Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.

    Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.

    which is ironic given that beam is MAGPLAR

    with hybridization, there is no old notion of stam or mana for most classes, so this argument doesn't make sense

    We have Hybrid scaling, not building, if we went with actual Hybrid builds our damage output would be comically bad due to being spread far too thin...but that's besides the pointm, and due to the fact that beam costs mag, you can't spam it on a stam build, but you can on a mag build, thus it's a magplar skill.

    (also for the record, in pvp Magplar isn't strong, sure they are hard to kill but outside of sniping kills via beam their damage can mostly be shrugged off provided you are not doing something silly like trying to fight a dozen people at once)

    This does not cancel the fact that because of the hybridization is no longer a concept of stam and mage as before, with this silly to argue, because if you were a mana, you used only skills for mana, and now use what is more damaging and more useful.

    The essence remains the same: skill should be corrected, either reduce the radius to 10-15 meters leaving the damage that he now has, or leave the radius but reduce the damage by almost 50%.

    There is no point in continuing the dialog, if you want to discuss plar class or hybridization in general, you can open a new thread on the forum

    50%?!? We had these discussions years ago and those of us who have been around that long have figured this out.

    Some years ago, ZOS did reduce the damage of Radiant by about 20%, way less than your proposal, and it resulted in the skill being so bad that many templars stopped using it. Observe how people with just a sliver of their health bars had no problem surviving a skill they couldn't dodge:

    https://www.youtube.com/watch?v=mYhctNG9FNE

    It looks pretty balanced, I'm not saying that you shouldn't be able to kill with it, just not the way it is now.
  • aetherial_heavenn
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    When a skill is an execute it will appear on death recaps a lot. Most calls for nerfs in this forum are for executes to be nerfed because that is what players see on their death recap. The class feedback threads are a historical thesis with maths and vids of how sad templars were. There's one for necros to grieve together, too. :( Nerfing radiant doesn't solve either classes problems.

    Quoted for truth
    "In my experience, the elite ones have not been very toxic, and the toxic ones not very elite." WrathOfInnos
  • sneakymitchell
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    notyuu wrote: »
    Or...take some of the power out of it and put it back into jabs

    That be nice yes. I agree. Since this is melee range and not range. Even if it has the highest range for melee.
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
    PC-NA Ebonheart Pact Nord Stam Templar
  • BXR_Lonestar
    BXR_Lonestar
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    notyuu wrote: »
    TDVM wrote: »
    Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.

    Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.

    which is ironic given that beam is MAGPLAR

    Which is all the more problematic TBH. Imagine that: a stam spec has to use a mag skill to have anything going for it. Stamplar has not been great since the jabs nerf. I remember before the jabs nerf, I could run around with 25-26k health and destroy people because his burst damage was so high. The combo of Charge/Javeline, ulti drop (Dawnbreaker Crescent sweep) and jabs would be enough to get most people on the ground. Now jabs does comically low damage, even to lightly armored nightblades not spec'd for survivability. But since that time, Jabs was nerfed, Band of Malacath was nerfed, and the class has really lost what made it fun to play in the first place.
  • Dracane
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    Radiant Destruction is overpowered, and that's perfect. Every class must have those iconic, overpowered skills; because that creates idenity and impact. I would rather have a class system where some skills stand out like a needle, rather than one where all class skills are streamlined to death, just with different looks.
    Edited by Dracane on 14 June 2024 18:30
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Firstmep
    Firstmep
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    Dracane wrote: »
    Radiant Destruction is overpowered, and that's perfect. Every class must have those iconic, overpowered skills; because that creates idenity and impact. I would rather have a class system where some skills stand out like a needle, rather than one where all class skills are streamlined to death, just with different looks.

    Well said, or well, written.
  • StarOfElyon
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    TDVM wrote: »
    Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.

    They just need to put it back where it was pre-buff. It didn't need a buff.
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