Lightninvash wrote: »bow users field day or destroy staff has a skill to counter that for magic users... or bash it..... there are a list of skills that stop radiant destruction u should learn themI made a post about it before I could link it here for you just so you can see how easy it is.
I'm not really considering it in a 1v1 situation where I can focus solely on the Templar using it. This is from a small group scenario, or 1vX scenario.
And this isn't a "learn to counter" issue, it's an issue of the imbalance between executes. If anything melee executes should be the one unable to be dodged, not ones safe at range.
pjwb16_ESO wrote: »Yea sure, deep breath and interrupt when the Templars beam from range while you are getting focused as hell -.- just please reduce the range of Jesus beam to 5 m
kevlarto_ESO wrote: »ZOS needs to fix the dodge exploit, and the use of the beam will slow down a bit, a lot of people I know use it because they are tired of 0/5 0/10 attempts to hit the target all dodged, the only thing they can hit dodge exploiters with is the Beam.
notimetocare wrote: »I dont think its the inability to dodge, the core issue with RD is that is scales while its active and not when cast.
FriedEggSandwich wrote: »Mages wrath explosion can't be dodged but mages wrath itself can be. I don't think rd should be dodgeable cos it's a channel, but I do think it does a bit too much damage from over 50% hp. I like this suggestion best:notimetocare wrote: »I dont think its the inability to dodge, the core issue with RD is that is scales while its active and not when cast.
Making the skill scale from when it's cast seems like a reasonable nerf that wouldn't leave the skill useless. It would only execute if cast when target was already in execute range.
Executioner - good luck to dodge it while you in mid-air(or stuck in no-animation cc if WB was animation-canceled) from WBCurrent executes:
2H Executioner: Melee range, can be dodged.
Nightblade Impale: Melee range, can be dodged. Morph to a short ranged attack, can be dodged.
Bow Poison Injection: Ranged, damage over time, can only dodge the initial hit but not the DoT (Not a true execute in my opinion, but it does do 200% extra damage at max).
Sorcerer Mage's Wrath: Ranged, can not be dodged (the execute explosion), only procs at 20% or less health.
And then....
Radiant Destruction: Ranged, can not be dodged, channel, extremely far range, 50% or less hp to trigger bonus damage.
There's another issue with Radiant Destruction too involving line of sight checks. The ability will not consider line of sight unless the entire 1 second interval between damage ticks is blocked by line of sight. So if only the last 0.5 seconds of the 1 second interval before the next tick of damage is cut by line of sight, you will still take damage. So good luck actually using line of sight to try and counter Radiant Destruction.
I have a strong tolerance for any sort of imbalance, bug, or abusing of bugs, but the change to make Radiant Destruction not able to be dodged is the one change I have ever been mad about.
Either bring other executes up to par with Radiant Destruction so they can't be dodged, or allow it to be dodged. It was in a perfectly fine position before this dodge change. It's obviously riskier gameplay to get off a melee range execute than sit behind a few players and have the execute auto-target for you.
This is my main issue:
If I were to relate this to a magicka build, think of Radiant Destruction doing damage through shields. Roll dodge is our "temporary health shield" because any attacks that get dodged can be interpreted as "getting absorbed" just like a damage shield.
And putting extra Champion Points into Tick Skinned does nowhere near enough to negate the issue of Radiant Destruction not being able to be dodged. This one ability is what ruins any fights where I'm outnumbered on my stamina characters.
Refuse2GrowUp wrote: »Lightninvash wrote: »Current executes:
2H Executioner: Melee range, can be dodged.
Nightblade Impale: Melee range, can be dodged. Morph to a short ranged attack, can be dodged.
Bow Poison Injection: Ranged, damage over time, can only dodge the initial hit but not the DoT (Not a true execute in my opinion, but it does do 200% extra damage at max).
Sorcerer Mage's Wrath: Ranged, can not be dodged (the execute explosion), only procs at 20% or less health.
And then....
Radiant Destruction: Ranged, can not be dodged, channel, extremely far range, 50% or less hp to trigger bonus damage.
There's another issue with Radiant Destruction too involving line of sight checks. The ability will not consider line of sight unless the entire 1 second interval between damage ticks is blocked by line of sight. So if only the last 0.5 seconds of the 1 second interval before the next tick of damage is cut by line of sight, you will still take damage. So good luck actually using line of sight to try and counter Radiant Destruction.
I have a strong tolerance for any sort of imbalance, bug, or abusing of bugs, but the change to make Radiant Destruction not able to be dodged is the one change I am mad about.
Either bring other executes up to par with Radiant Destruction so they can't be dodged, or allow it to be dodged. It was in a perfectly fine position before this dodge change. It's obviously riskier gameplay to get off a melee range execute than sit behind a few players and have the execute auto-target for you.
This is all from the perspective of a player who only plays stamina of each class. If I were to relate this to a magicka build, think of Radiant Destruction doing damage through shields. Roll dodge is our "temporary health shield" because any attacks that get dodged can be interpreted as "getting absorbed" just like a damage shield.
And putting extra Champion Points into Tick Skinned does nowhere near enough to negate the issue of Radiant Destruction not being able to be dodged
bow users field day or destroy staff has a skill to counter that for magic users... or bash it..... there are a list of skills that stop radiant destruction u should learn themI made a post about it before I could link it here for you just so you can see how easy it is.
EDIT: here they are
Bash
Block
Don't roll
Don't mist form
Stonefist
Crushing Shock
Deepbreath
Flame Reach
WB
Magnum Shot
Javelin
Power Bash
Cloak
Purge
Purify
Crystal Frag
Familiar Explosion
Prison
Silver Shards(if vamp)
Dawnbreaker(if vamp)
Turn Undead(if vamp)
Fear
Meteor
Fire Rune
Drain(vamp)
LOS
Howl(WW)
Dragonleap
Soul Tether
Incapacitating Strike
Agony
Petrify
Any Shield(Hardened, Rock, Blazing, Magic Harness, Healing Ward)
Toppling(when it works)
Luminous Shards
Streak
Venom Arrow
Way to list all the CCs. There is such a thing as CC immunity. You can CC to interrupt the first cast, but they can CC break then get several seconds of immunity to cast RD on you, and in that case only a couple of the skills you listed are actually interrupts vice CCs. And if you haven't noticed, you regularly get several Templars casting Radiant Destruction on you at the same time, from 100% health. It is much like Wrecking Blow...1v1 it is easy to avoid. In the zerg fest that is Cyrodiil, that is not often the case.
Now, I am not calling for a nerf, or supporting one for that matter either. I am mentioning this so that you do not so idly blow off the OP's concern.
NovaShadow wrote: »What is this dodge exploit I keep hearing about? Yes I use shuffle on my DK and I constantly get pms that accuse me of exploiting... What is shuffle bugged or something?
Yes, the dodge % is far higher than intended which makes a lot of DK's who run it dodge practically every skill. I don't even both with DK's if I see them use it.
As for RD, most of the Temp's I came across spammed only this skill and nothing else from full health. Made me lol but when you have 5 on you spamming RD it get's a little annoying. As for dodging it, it's rather easy, l2p if you can't dodge it.
https://youtu.be/8Q8v-oTHPio dylanjaygrobbelaarb16_ESO wrote: »Refuse2GrowUp wrote: »Lightninvash wrote: »Current executes:
2H Executioner: Melee range, can be dodged.
Nightblade Impale: Melee range, can be dodged. Morph to a short ranged attack, can be dodged.
Bow Poison Injection: Ranged, damage over time, can only dodge the initial hit but not the DoT (Not a true execute in my opinion, but it does do 200% extra damage at max).
Sorcerer Mage's Wrath: Ranged, can not be dodged (the execute explosion), only procs at 20% or less health.
And then....
Radiant Destruction: Ranged, can not be dodged, channel, extremely far range, 50% or less hp to trigger bonus damage.
There's another issue with Radiant Destruction too involving line of sight checks. The ability will not consider line of sight unless the entire 1 second interval between damage ticks is blocked by line of sight. So if only the last 0.5 seconds of the 1 second interval before the next tick of damage is cut by line of sight, you will still take damage. So good luck actually using line of sight to try and counter Radiant Destruction.
I have a strong tolerance for any sort of imbalance, bug, or abusing of bugs, but the change to make Radiant Destruction not able to be dodged is the one change I am mad about.
Either bring other executes up to par with Radiant Destruction so they can't be dodged, or allow it to be dodged. It was in a perfectly fine position before this dodge change. It's obviously riskier gameplay to get off a melee range execute than sit behind a few players and have the execute auto-target for you.
This is all from the perspective of a player who only plays stamina of each class. If I were to relate this to a magicka build, think of Radiant Destruction doing damage through shields. Roll dodge is our "temporary health shield" because any attacks that get dodged can be interpreted as "getting absorbed" just like a damage shield.
And putting extra Champion Points into Tick Skinned does nowhere near enough to negate the issue of Radiant Destruction not being able to be dodged
bow users field day or destroy staff has a skill to counter that for magic users... or bash it..... there are a list of skills that stop radiant destruction u should learn themI made a post about it before I could link it here for you just so you can see how easy it is.
EDIT: here they are
Bash
Block
Don't roll
Don't mist form
Stonefist
Crushing Shock
Deepbreath
Flame Reach
WB
Magnum Shot
Javelin
Power Bash
Cloak
Purge
Purify
Crystal Frag
Familiar Explosion
Prison
Silver Shards(if vamp)
Dawnbreaker(if vamp)
Turn Undead(if vamp)
Fear
Meteor
Fire Rune
Drain(vamp)
LOS
Howl(WW)
Dragonleap
Soul Tether
Incapacitating Strike
Agony
Petrify
Any Shield(Hardened, Rock, Blazing, Magic Harness, Healing Ward)
Toppling(when it works)
Luminous Shards
Streak
Venom Arrow
Way to list all the CCs. There is such a thing as CC immunity. You can CC to interrupt the first cast, but they can CC break then get several seconds of immunity to cast RD on you, and in that case only a couple of the skills you listed are actually interrupts vice CCs. And if you haven't noticed, you regularly get several Templars casting Radiant Destruction on you at the same time, from 100% health. It is much like Wrecking Blow...1v1 it is easy to avoid. In the zerg fest that is Cyrodiil, that is not often the case.
Now, I am not calling for a nerf, or supporting one for that matter either. I am mentioning this so that you do not so idly blow off the OP's concern.
yes he listed cc's and there is cc immunity so its an overstatement, but there is no immunity to things that interrupt, so immunity or not: bash, crushing shock, poison arrow, deep breath, topple/explosive charge,( im sure there are more) work 100% of the time as well as purge, cloak, purify work no matter what.
every build has access to at least one thing that will stop radient 100% of the time. dont want to slot it? what a sad story better get to the QQ train.
Ok here you go boys and girls. People that still think Radiant Destruction is balanced should watch this video.
I do know it is not an issue in 1v1. But it becomes one in open world pvp.
And NO you can NOT INTERRUPT the *** 47m beam. Why? Because you are long dead before you reach the beamer lololololhttps://youtu.be/8Q8v-oTHPio
i tlked about this with several guild mates. people who cast RD on people with full health with 3 people in a larger group. it's really hard to fight it even when they just execute because if you get attacked by someone else you are dead within 1 second. the problem is RD is one of the few usefull abilty's of a templar. if you nerf RD in any way templars will be even less balanced as the other classes.
i do agree with RD being bit over the top. but then again what class doesn't have a abilty like that that isn't over the top?