The community won't be satisfied with them reiterating why they think it's balanced, though. The opinions and impressions of the many many players is that the skill isn't balanced
The community won't be satisfied with them reiterating why they think it's balanced, though. The opinions and impressions of the many many players is that the skill isn't balanced
Where is this community and where are these many, many players? I've yet to see that many outside of you.
Go back and read the threads. Quite a few people posted in agreement. Plus there are lots of complaints in game. I only started making these threads because so many people had complained around me in game, and they were making strong arguments.
imapogostick wrote: »I've got hit harder by rd 20k plus and I just got hit by a 12k frag which is worse?
imapogostick wrote: »I've got hit harder by rd 20k plus and I just got hit by a 12k frag which is worse?
A 20k RD over 3 secs is about 7k dps. And the only time it will ever tick that much is when your under 20%...more like 10% health. So when you have only 5-10k health left, what does it matter? Both would kill you.
RD wouldn't be such a laughingstock of a skill if it weren't hilariously overtuned. Just look at that video that was posted earlier today of the all beamplar raid group. That wouldn't be nearly as entertaining if there wasn't a strong "RD OP" undercurrent in general conversation lately. I am merely forcing it to light.
This thread is already pushing as a bait discussion, however we are attempting to keep it open due to the more constructive arguments on the topic. Some of the comments here are punchy or off-topic. This is a reminder to keep this thread constructive and civil with responses.
It would help the conversation if ZOS could reiterate why RD functions the way it does. Maybe explain why this execute differs from other executes and how the combat team envisions DPS templars with how RD fits into that design intent.
I know that @ZOS_GinaBruno mentioned the team is OK with this DMG. But maybe they can chime in confirming that they indeed left a counter via gear/builds? The community already knows about the skill based counters.Just some thoughts!
I agree that this would be helpful simply because it would start a conversation about the skill.
The community won't be satisfied with them reiterating why they think it's balanced, though. The opinions and impressions of the many many players is that the skill isn't balanced for one reason or another, regardless of what ZOS says. Dev teams don't bestow balance on a skill with words. The balance of the skill is determined by play testing with player feedback, and regardless of what the templar forum zerg says, the mere fact that there is this much controversy over RD indicates that something is off and in need of adjustment. No other skill in the game creates this much frustration (that I've seen).
KenaPKK wrote:
[Radiant Destruction] was competitive last patch before the latest buffs. Even templars were saying to just leave the class alone."
KenaPKK wrote:I trust Blab's opinion over yours. People were performing fine last patch, and he said magplar was perfectly balanced last patch and that the TG buffs were unnecessary
-Radiant destruction should not be dodgeable while being channeled
Radiant Destruction is dodgeable
Radiant destruction should not be dodgeable.
Radiant destruction is very weak now. They reduced the ticks on it, it goes through dodge roll, and it leaves you vulnerable(as it has and should of course).
-Radiant Destruction shouldn't be dodgeable
Amazing
..the mere fact that there is this much controversy over RD indicates that something is off and in need of adjustment. No other skill in the game creates this much frustration (that I've seen).
I think alot of the issues with radiant could be resolved by just shortening the range. As of now its impossible to get away from. 1v1 it's fine, but this isn't a 1v1 game and 99% of the time you will be outnumbered. You say you can just bash it, but good luck getting to that templar behind his zerg all trying to kill you. A lot of people are frustrated with it because it's being used to cheese people down. These templars will just stand at the back and spam it while they're friends try to beat you down.
.I think alot of the issues with radiant could be resolved by just shortening the range. As of now its impossible to get away from. 1v1 it's fine, but this isn't a 1v1 game and 99% of the time you will be outnumbered. You say you can just bash it, but good luck getting to that templar behind his zerg all trying to kill you. A lot of people are frustrated with it because it's being used to cheese people down. These templars will just stand at the back and spam it while they're friends try to beat you down.
Standing behind a zerg and spamming anything is hard to counter. Snipe and Overload are two other back-of-the-zerg high damage ranged abilities that just won't work if you are up close and personal. Then there's Bombard and Destructive Reach, two other favorite middle-of-the-pack-spammables.
ANY ranged ability is a PITA when you can't get to the player.
.I think alot of the issues with radiant could be resolved by just shortening the range. As of now its impossible to get away from. 1v1 it's fine, but this isn't a 1v1 game and 99% of the time you will be outnumbered. You say you can just bash it, but good luck getting to that templar behind his zerg all trying to kill you. A lot of people are frustrated with it because it's being used to cheese people down. These templars will just stand at the back and spam it while they're friends try to beat you down.
Standing behind a zerg and spamming anything is hard to counter. Snipe and Overload are two other back-of-the-zerg high damage ranged abilities that just won't work if you are up close and personal. Then there's Bombard and Destructive Reach, two other favorite middle-of-the-pack-spammables.
ANY ranged ability is a PITA when you can't get to the player.
.I think alot of the issues with radiant could be resolved by just shortening the range. As of now its impossible to get away from. 1v1 it's fine, but this isn't a 1v1 game and 99% of the time you will be outnumbered. You say you can just bash it, but good luck getting to that templar behind his zerg all trying to kill you. A lot of people are frustrated with it because it's being used to cheese people down. These templars will just stand at the back and spam it while they're friends try to beat you down.
Standing behind a zerg and spamming anything is hard to counter. Snipe and Overload are two other back-of-the-zerg high damage ranged abilities that just won't work if you are up close and personal. Then there's Bombard and Destructive Reach, two other favorite middle-of-the-pack-spammables.
ANY ranged ability is a PITA when you can't get to the player.
Very true, but at least I can dodge those. Getting hit with one snipe or overload I know there will be more to follow and can play accordingly. With radiant I don't even get that chance. My issue with Radiant is that the counter play to it is impractical or impossible.
Remove the skill instead. Give blinding back. It's a win-winZOS_DaryaK wrote: »We've once again removed a series of posts that were derailing this discussion.
Remove the skill instead. Give blinding back. It's a win-winZOS_DaryaK wrote: »We've once again removed a series of posts that were derailing this discussion.
.I think alot of the issues with radiant could be resolved by just shortening the range. As of now its impossible to get away from. 1v1 it's fine, but this isn't a 1v1 game and 99% of the time you will be outnumbered. You say you can just bash it, but good luck getting to that templar behind his zerg all trying to kill you. A lot of people are frustrated with it because it's being used to cheese people down. These templars will just stand at the back and spam it while they're friends try to beat you down.
Standing behind a zerg and spamming anything is hard to counter. Snipe and Overload are two other back-of-the-zerg high damage ranged abilities that just won't work if you are up close and personal. Then there's Bombard and Destructive Reach, two other favorite middle-of-the-pack-spammables.
ANY ranged ability is a PITA when you can't get to the player.
Very true, but at least I can dodge those. Getting hit with one snipe or overload I know there will be more to follow and can play accordingly. With radiant I don't even get that chance. My issue with Radiant is that the counter play to it is impractical or impossible.
You cannot purge/purify a frags, overload, snipe, bombard, or destructive reach, though you can dodge all of these. You can purge a jesus beam, or cloak it; it's not as universal a counter as dodge roll, but dodge roll as a main counter for something is not as easy available to a magicka build as it is a stam build, just as purge is not as easily available to a stam build. Sounds like there are adequate counter-balances happening, yes?
ZOS_DaryaK wrote: »We've once again removed a series of posts that were derailing this discussion.
imapogostick wrote: »I've got hit harder by rd 20k plus and I just got hit by a 12k frag which is worse?
A 20k RD over 3 secs is about 7k dps. And the only time it will ever tick that much is when your under 20%...more like 10% health. So when you have only 5-10k health left, what does it matter? Both would kill you.
imapogostick wrote: »I've got hit harder by rd 20k plus and I just got hit by a 12k frag which is worse?
A 20k RD over 3 secs is about 7k dps. And the only time it will ever tick that much is when your under 20%...more like 10% health. So when you have only 5-10k health left, what does it matter? Both would kill you.
One important difference is that RD can't be dodged and isn't nearly as easy to see coming as crystal fragments, one of the slowest bullets in the game, which can be reflected, blocked, roll dodged...
imapogostick wrote: »I've got hit harder by rd 20k plus and I just got hit by a 12k frag which is worse?
A 20k RD over 3 secs is about 7k dps. And the only time it will ever tick that much is when your under 20%...more like 10% health. So when you have only 5-10k health left, what does it matter? Both would kill you.
One important difference is that RD can't be dodged and isn't nearly as easy to see coming as crystal fragments, one of the slowest bullets in the game, which can be reflected, blocked, roll dodged...
And crystal frags can't be interrupted, is instant, and allows the Sorc to remain mobile.
ZOS_DaryaK wrote: »We've once again removed a series of posts that were derailing this discussion.
Please, close this thread!
Its oblivious that every class must have some ability that as good damage.
Sorc= crystal frags.
NB= Grim focus.
DK= ? ( need to lvl up this class)
Jabs is a joke!
Almost all players know to counter jabs just dodgeroll right front of the caster.
imapogostick wrote: »I've got hit harder by rd 20k plus and I just got hit by a 12k frag which is worse?
A 20k RD over 3 secs is about 7k dps. And the only time it will ever tick that much is when your under 20%...more like 10% health. So when you have only 5-10k health left, what does it matter? Both would kill you.
One important difference is that RD can't be dodged and isn't nearly as easy to see coming as crystal fragments, one of the slowest bullets in the game, which can be reflected, blocked, roll dodged...
And crystal frags can't be interrupted, is instant, and allows the Sorc to remain mobile.
Crystal Fragments can be interrupted unless it is a proc and if you are talking about the proc it is a chance of coming up when using abilities. Also, it only does that much damage as a Crit + Proc while RD always does that much damage and you can always do it as long as you can stand still for a few seconds.
I am not saying that Crystal Fragments isn't powerful, but that RD's range is longer than any charge skill and it can't be roll dodged is a little silly. But again, as I don't PvP a lot, I really don't mind. It just seems a little bit too powerful.