RD is ok 1v1, but not on a battlefield, you cant disrupt ppl reliably, the beam is pretty OP in those situations.
mrmadpyrorwb17_ESO wrote: »Just bash. Free CC on whoever uses the beam.
aahh..failkiwib16_ESO wrote: »Casterial mentioned RD has a 40 meters range, now I read 47....
...I wonder what guess we get next time.
Range is 36m in Cyro and 47m with the siege bible next to keeps.
failkiwib16_ESO wrote: »Casterial mentioned RD has a 40 meters range, now I read 47....
...I wonder what guess we get next time.
Range is 36m in Cyro and 47m with the siege bible next to keeps.
mrmadpyrorwb17_ESO wrote: »Just bash. Free CC on whoever uses the beam.
Lol I play a (Magicka temp/ stam DK)as a magicka temp we are OP atm .. RD is definitely to much in pvp... a ranged, unblockable , execute is crazy... The range needs to be shorten to 20 meters , all executes should start scaling at 33% instead of 50%... The problem with Radiate is the range... out of all the executes in the game it's by far the easiest to accomplish ... Two handed execute for example scales much slower then RD ... it's also can be blocked and evaded, you also have to be within 8 meters. RD has little risk with high rewards this makes it one of the most op abilities in PVP... Looking at my kill counter the most killed class is Templars and the class that kills me the most is Templars lol.....The most killing blows Templars... Right now Templars are in a very good place...
Sugaroverdose wrote: »
that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher
The initial tooltip is pretty OP, the last tick of about 7-15k depending right before you die is what most assume makes it OP. But that full burst doesn't hit you. They should just make it roll dodg-able. Why? This would fix all the issues with it and make it so most stam builds sit there running with their head cut off unable to do anything.
that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher
The initial tooltip is pretty OP, the last tick of about 7-15k depending right before you die is what most assume makes it OP. But that full burst doesn't hit you. They should just make it roll dodg-able. Why? This would fix all the issues with it and make it so most stam builds sit there running with their head cut off unable to do anything.
A bunch of templars spamming RO from the top of keep walls is just insane. Templars are starting to be the must-have class in group PvP play. I'm seeing duos run around with one templar that does nothing but spam RO. It's very deadly if you are caught alone or ambushed in 2v2.
I have mixed feelings about Radiant. Any execute starting at 50% seems too high. But I think the real problem is this burst meta. Mitigation is too underpowered. Streak, roll dodge, block, cloak: all nerfed and way more expensive to use than damage or their counters.
that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher
The initial tooltip is pretty OP, the last tick of about 7-15k depending right before you die is what most assume makes it OP. But that full burst doesn't hit you. They should just make it roll dodg-able. Why? This would fix all the issues with it and make it so most stam builds sit there running with their head cut off unable to do anything.
you can do:
- stay over 50% HP (outhealing radiant shouldn't be a problem when you have full HP)
- The tooltip on my magplar (PvE-specc) is ~15k...16k for 4 ticks so nearly 4k per tick. WB-tooltip on the same character with the same gear and so on is nearly 4k...so it's pretty equal
- making it rolldogdeable would make it useless again
- you can interrupt the caster
- LOS radiant
- purge it
You shouldn't have a problem to counter radiant in a 1v1...if you got executed by it, well that's what finishers do.
Thevampirenight wrote: »Sometimes I think these nerf threads are troll threads
in disguise.
Is an execute that means you got executed by it.
If they need to adjust they will, but really do we need to start threads like this one lol.
that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher
The initial tooltip is pretty OP, the last tick of about 7-15k depending right before you die is what most assume makes it OP. But that full burst doesn't hit you. They should just make it roll dodg-able. Why? This would fix all the issues with it and make it so most stam builds sit there running with their head cut off unable to do anything.
you can do:
- stay over 50% HP (outhealing radiant shouldn't be a problem when you have full HP)
- The tooltip on my magplar (PvE-specc) is ~15k...16k for 4 ticks so nearly 4k per tick. WB-tooltip on the same character with the same gear and so on is nearly 4k...so it's pretty equal
- making it rolldogdeable would make it useless again
- you can interrupt the caster
- LOS radiant
- purge it
You shouldn't have a problem to counter radiant in a 1v1...if you got executed by it, well that's what finishers do.
I've done the following:
LOS - still hit me
PURGE on Stam DK inb!
Stay above 50% do that all day, still with LOS at 50% it and unable to do anything from a distance but run with my head off I must try and gap close them, but usually die mid gap close.
The issue is Radiant is at the moment THEE most overpowered execute in the game and so many Templars are defending it, but the best refuse to run it now..
It's the only execute which has a risk to use. don't know what all the rant is about...
DKs can easily kill with WB/take flight
NBs can kill with heavy/surprise attack from stealth or proxy/soultether against groups
Sorcs can time frags/curse/mages wrath/deto
templars use jabs/darkflare+radiant
templars are hard to fight at range (if you don't have venom shot/crushing shock) but are easily countered when in close combat.
btw. how did the templar got you to 50% while you are at distance?
The problem with it isn't in a 1v1 situation. it's the 4 templars who sit in the back of a zerg and all spam it on 1 person. makes the chances of recovery pretty much non-existent unless you have tree to hide behind, which is rather lame.
lol...imagine 4 NBs spamming ambush, 4 sorcs spamming crystal frags, 4 DKs spamming whip or anything else...
you got outnumbered and killed...
that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher
The initial tooltip is pretty OP, the last tick of about 7-15k depending right before you die is what most assume makes it OP. But that full burst doesn't hit you. They should just make it roll dodg-able. Why? This would fix all the issues with it and make it so most stam builds sit there running with their head cut off unable to do anything.
you can do:
- stay over 50% HP (outhealing radiant shouldn't be a problem when you have full HP)
- The tooltip on my magplar (PvE-specc) is ~15k...16k for 4 ticks so nearly 4k per tick. WB-tooltip on the same character with the same gear and so on is nearly 4k...so it's pretty equal
- making it rolldogdeable would make it useless again
- you can interrupt the caster
- LOS radiant
- purge it
You shouldn't have a problem to counter radiant in a 1v1...if you got executed by it, well that's what finishers do.
Can u tell me which finisher beside radiant start from %50?
Thevampirenight wrote: »Sometimes I think these nerf threads are troll threads
in disguise.
Is an execute that means you got executed by it.
If they need to adjust they will, but really do we need to start threads like this one lol.
ok then...i want my impale start to hit as execute at %50 and i want my mage wrath start at %50 health and i want a execute ability to my M.DK which starts at %50 health of enemy ...yeah if we need to go with way of your thinking...I dont say already nerf to damage or way far disntance that it is has already... i just said that it should start at %20-25 health of enemy or player what u wanna call it like other classes execute ability starts:)...
thank you for your opinion tho...
vyndral13preub18_ESO wrote: »Thevampirenight wrote: »Sometimes I think these nerf threads are troll threads
in disguise.
Is an execute that means you got executed by it.
If they need to adjust they will, but really do we need to start threads like this one lol.
ok then...i want my impale start to hit as execute at %50 and i want my mage wrath start at %50 health and i want a execute ability to my M.DK which starts at %50 health of enemy ...yeah if we need to go with way of your thinking...I dont say already nerf to damage or way far disntance that it is has already... i just said that it should start at %20-25 health of enemy or player what u wanna call it like other classes execute ability starts:)...
thank you for your opinion tho...
You forgot to mention you also want them to be channeled nondodgeable and self snaring.
I understand people always want to pick out the good stuff but you should take the bad as well. Since your point seems to be since yours does this so should mine.
vyndral13preub18_ESO wrote: »Thevampirenight wrote: »Sometimes I think these nerf threads are troll threads
in disguise.
Is an execute that means you got executed by it.
If they need to adjust they will, but really do we need to start threads like this one lol.
ok then...i want my impale start to hit as execute at %50 and i want my mage wrath start at %50 health and i want a execute ability to my M.DK which starts at %50 health of enemy ...yeah if we need to go with way of your thinking...I dont say already nerf to damage or way far disntance that it is has already... i just said that it should start at %20-25 health of enemy or player what u wanna call it like other classes execute ability starts:)...
thank you for your opinion tho...
You forgot to mention you also want them to be channeled nondodgeable and self snaring.
I understand people always want to pick out the good stuff but you should take the bad as well. Since your point seems to be since yours does this so should mine.
Oreyn_Bearclaw wrote: »The title of this thread is perfect representation of the biggest problem with this game. A 50% nerf would make this skill completely worthless. Yes, I will concede that this skill might be a touch OP at the moment, but it is also a lifeline to the otherwise weakest class in the game. I think both the duration and range might be a touch big. So I could perhaps get on board with bringing the range down to say 20 meters and the duration to 2 seconds, but what you are suggesting is the same overreaction to a problem that causes all these balance issues in the first place.
Also, take a moment and look at your mouse. The button on the right makes your character block. This will solve your problem.
Edit: Also, if you cant deal with a radiant spammer while you are at full health, it is a L2P issue. Sorry, bud.
A bunch of templars spamming RO from the top of keep walls is just insane. Templars are starting to be the must-have class in group PvP play. I'm seeing duos run around with one templar that does nothing but spam RO. It's very deadly if you are caught alone or ambushed in 2v2.
I have mixed feelings about Radiant. Any execute starting at 50% seems too high. But I think the real problem is this burst meta. Mitigation is too underpowered. Streak, roll dodge, block, cloak: all nerfed and way more expensive to use than damage or their counters.
that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher
that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher
OK, lets make some changes to RD.
-Hits for regular damage above 25%
-Hits for 300% of regular damage on targets below 25% health
-Dodgeable ability
-Only castable at 15 meters or less
-Is instant cast instead of channeled so caster doesn't get locked in an animation
-No beam animation connecting the executer to the target
-Rename skill "Impale"
I think that should make everyone happy
that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher
The initial tooltip is pretty OP, the last tick of about 7-15k depending right before you die is what most assume makes it OP. But that full burst doesn't hit you. They should just make it roll dodg-able. Why? This would fix all the issues with it and make it so most stam builds sit there running with their head cut off unable to do anything.
you can do:
- stay over 50% HP (outhealing radiant shouldn't be a problem when you have full HP)
- The tooltip on my magplar (PvE-specc) is ~15k...16k for 4 ticks so nearly 4k per tick. WB-tooltip on the same character with the same gear and so on is nearly 4k...so it's pretty equal
- making it rolldogdeable would make it useless again
- you can interrupt the caster
- LOS radiant
- purge it
You shouldn't have a problem to counter radiant in a 1v1...if you got executed by it, well that's what finishers do.
Can u tell me which finisher beside radiant start from %50?