Radiant Destruction's damage model is fine -- its a channel execute that costs a ton of magic and is interruptible.
The only issue that people should have with the skill is the fact that its range is so large. 41 meters!!
A lot of people have agreed in this particular thread that RD does more damage than all the other executes. Yet RD is not dodgable and has the largest range. While the other executes can all be dodges and require you to be in what some might call "the danger zone."
The main issue with the having that sort of range is that it nullifies a lot counters someone can pull off. For instance on a stam dk. Your only option to counter RD is to LoS or interrupt. Interrupting is not an option because the caster is well out of Gap closer range so youre left to LoS. The issue with LoS being the only method of countering RD is that it doesn't work like it should. If this game had CSGO level netcode then sure, LoS would be a very practical means to counter RD but unfortunately we have to deal with ping rate varying from 70-9999
As it stands though RD is over-performing heavily compared to the other executes and thats the issue at hand.
A simple fix that would make this skill more practical in the pvp environment that we are given would be to reduce the range to 18 meters. Where every class has the opportunity to counter it.
All these forumplars still get their undodgeable spammable skill that does a *** ton of damage to use when mashing BoL gets tiring for them and everyone else gets to enjoy a more balanced magtemp execute where they have the option to outplay their opponent.
Radiant Destruction's damage model is fine -- its a channel execute that costs a ton of magic and is interruptible.
The only issue that people should have with the skill is the fact that its range is so large. 41 meters!!
A lot of people have agreed in this particular thread that RD does more damage than all the other executes. Yet RD is not dodgable and has the largest range. While the other executes can all be dodges and require you to be in what some might call "the danger zone."
The main issue with the having that sort of range is that it nullifies a lot counters someone can pull off. For instance on a stam dk. Your only option to counter RD is to LoS or interrupt. Interrupting is not an option because the caster is well out of Gap closer range so youre left to LoS. The issue with LoS being the only method of countering RD is that it doesn't work like it should. If this game had CSGO level netcode then sure, LoS would be a very practical means to counter RD but unfortunately we have to deal with ping rate varying from 70-9999
As it stands though RD is over-performing heavily compared to the other executes and thats the issue at hand.
A simple fix that would make this skill more practical in the pvp environment that we are given would be to reduce the range to 18 meters. Where every class has the opportunity to counter it.
All these forumplars still get their undodgeable spammable skill that does a *** ton of damage to use when mashing BoL gets tiring for them and everyone else gets to enjoy a more balanced magtemp execute where they have the option to outplay their opponent.
(pssst... The base range is 28m, not 41. Sorc execute also has the same exact range, so you're wrong on that too)
All these forumplars and their insistence on facts instead of hysteria and cherry picked numbers! Jeez, they need to stop being so logical!
GreenSoup2HoT wrote: »Nerf Crit Rush! :P
Where's Jules with that video showcasing execute's. That pretty much sums up my thoughts on RD.
There
https://youtu.be/em46ajNfuTU
@Jules productions
lol its so OP, Vicious Death plus Radiant Destruction is crazy.
Radiant Destruction's damage model is fine -- its a channel execute that costs a ton of magic and is interruptible.
The only issue that people should have with the skill is the fact that its range is so large. 41 meters!!
A lot of people have agreed in this particular thread that RD does more damage than all the other executes. Yet RD is not dodgable and has the largest range. While the other executes can all be dodges and require you to be in what some might call "the danger zone."
The main issue with the having that sort of range is that it nullifies a lot counters someone can pull off. For instance on a stam dk. Your only option to counter RD is to LoS or interrupt. Interrupting is not an option because the caster is well out of Gap closer range so youre left to LoS. The issue with LoS being the only method of countering RD is that it doesn't work like it should. If this game had CSGO level netcode then sure, LoS would be a very practical means to counter RD but unfortunately we have to deal with ping rate varying from 70-9999
As it stands though RD is over-performing heavily compared to the other executes and thats the issue at hand.
A simple fix that would make this skill more practical in the pvp environment that we are given would be to reduce the range to 18 meters. Where every class has the opportunity to counter it.
All these forumplars still get their undodgeable spammable skill that does a *** ton of damage to use when mashing BoL gets tiring for them and everyone else gets to enjoy a more balanced magtemp execute where they have the option to outplay their opponent.
(pssst... The base range is 28m, not 41. Sorc execute also has the same exact range, so you're wrong on that too)
All these forumplars and their insistence on facts instead of hysteria and cherry picked numbers! Jeez, they need to stop being so logical!
(psssst... thats still out of gap closer range thanks for strengthening my argument) (Sorc execute has a reasonable counter)
All these forumplars and their insistence for keeping an over-performing skill that has been overwhelming agreed to be broken. Jeez.
Radiant Destruction's damage model is fine -- its a channel execute that costs a ton of magic and is interruptible.
The only issue that people should have with the skill is the fact that its range is so large. 41 meters!!
A lot of people have agreed in this particular thread that RD does more damage than all the other executes. Yet RD is not dodgable and has the largest range. While the other executes can all be dodges and require you to be in what some might call "the danger zone."
The main issue with the having that sort of range is that it nullifies a lot counters someone can pull off. For instance on a stam dk. Your only option to counter RD is to LoS or interrupt. Interrupting is not an option because the caster is well out of Gap closer range so youre left to LoS. The issue with LoS being the only method of countering RD is that it doesn't work like it should. If this game had CSGO level netcode then sure, LoS would be a very practical means to counter RD but unfortunately we have to deal with ping rate varying from 70-9999
As it stands though RD is over-performing heavily compared to the other executes and thats the issue at hand.
A simple fix that would make this skill more practical in the pvp environment that we are given would be to reduce the range to 18 meters. Where every class has the opportunity to counter it.
All these forumplars still get their undodgeable spammable skill that does a *** ton of damage to use when mashing BoL gets tiring for them and everyone else gets to enjoy a more balanced magtemp execute where they have the option to outplay their opponent.
(pssst... The base range is 28m, not 41. Sorc execute also has the same exact range, so you're wrong on that too)
All these forumplars and their insistence on facts instead of hysteria and cherry picked numbers! Jeez, they need to stop being so logical!
(psssst... thats still out of gap closer range thanks for strengthening my argument) (Sorc execute has a reasonable counter)
All these forumplars and their insistence for keeping an over-performing skill that has been overwhelming agreed to be broken. Jeez.
If im in execute range, I block, heal, and cleanse. The counters for me for sorc execute and Jesus beam are the exact same, though I have additional options for Jesus beam (LoS, stun, interrupt, break the max range) should the opportunity present itself. Different classes and different playstyles have varying difficulty with the skill, easier for some and harder for others. That seems intentional, and balanced to me.
The range difference between a gap closer and Jesus beam max range is literally a single dodge roll forward. One. If the complaint is about the alliance war passive increasing range near keeps, you have plenty of LoS opportunities inside if you're positioning yourself correctly.
I'd actually be ok with the range dropping to 27, just below the passive that extends it, just above the gap closer range. Most of the complaints and 'balance' recommendations have been hilarious.
Radiant Destruction's damage model is fine -- its a channel execute that costs a ton of magic and is interruptible.
The only issue that people should have with the skill is the fact that its range is so large. 41 meters!!
A lot of people have agreed in this particular thread that RD does more damage than all the other executes. Yet RD is not dodgable and has the largest range. While the other executes can all be dodges and require you to be in what some might call "the danger zone."
The main issue with the having that sort of range is that it nullifies a lot counters someone can pull off. For instance on a stam dk. Your only option to counter RD is to LoS or interrupt. Interrupting is not an option because the caster is well out of Gap closer range so youre left to LoS. The issue with LoS being the only method of countering RD is that it doesn't work like it should. If this game had CSGO level netcode then sure, LoS would be a very practical means to counter RD but unfortunately we have to deal with ping rate varying from 70-9999
As it stands though RD is over-performing heavily compared to the other executes and thats the issue at hand.
A simple fix that would make this skill more practical in the pvp environment that we are given would be to reduce the range to 18 meters. Where every class has the opportunity to counter it.
All these forumplars still get their undodgeable spammable skill that does a *** ton of damage to use when mashing BoL gets tiring for them and everyone else gets to enjoy a more balanced magtemp execute where they have the option to outplay their opponent.
(pssst... The base range is 28m, not 41. Sorc execute also has the same exact range, so you're wrong on that too)
All these forumplars and their insistence on facts instead of hysteria and cherry picked numbers! Jeez, they need to stop being so logical!
(psssst... thats still out of gap closer range thanks for strengthening my argument) (Sorc execute has a reasonable counter)
All these forumplars and their insistence for keeping an over-performing skill that has been overwhelming agreed to be broken. Jeez.
If im in execute range, I block, heal, and cleanse. The counters for me for sorc execute and Jesus beam are the exact same, though I have additional options for Jesus beam (LoS, stun, interrupt, break the max range) should the opportunity present itself. Different classes and different playstyles have varying difficulty with the skill, easier for some and harder for others. That seems intentional, and balanced to me.
The range difference between a gap closer and Jesus beam max range is literally a single dodge roll forward. One. If the complaint is about the alliance war passive increasing range near keeps, you have plenty of LoS opportunities inside if you're positioning yourself correctly.
I'd actually be ok with the range dropping to 27, just below the passive that extends it, just above the gap closer range. Most of the complaints and 'balance' recommendations have been hilarious.
Comparing RD to the sorc execute is whats most hilarious. Regardless of what you're playing -- if someone kills you with sorc execute by timing all their burst they deserve that kill. Whereas getting a kill with RD doesnt require much planning or skill to accomplish. When you say its just a dodge roll away from gap closer range is just wrong based on reliability of gap closers and the fact that RD also snares you which makes the argument of being able to interrupt still not very strong and definitely not a reasonable counter.
Even if the complaint was about the alliance war passive the amount of open area thats affected by the passive to the amount of area where there is usable LoS is far more in the favor of open space.. So advocating LoS in a mostly open area is ineffective.
Finally you give me some sustenance instead of being condescending. Bringing RD down to 27 would be nice i guess but it wouldn't do anything because REACH affects skills above 15 meter ranges. Thats why the suggestion has been to bring it to 18 meters which is in line with impale's range. Another very hard hitting mag based execute. Bringing RD down to 18 is what i really want to talk about.
I know youll be tempted to bring sorc execute back into this but one thing youre arent considering which you should be is that endless fury/ mages wraith is arguably the lowest hitting execute in the game allowing its range to be so high is warranted because there is no kill potential until at a very specific amount of health.
Surely you could understand that based on the amount of people from all sorts of backgrounds preposing a change to this might be onto something. Surely a change to this skill is warranted.
genjutsu_kami wrote: »leave it as it is just reduce the damage it does out of execute range ....significantly
Regardless of what you're playing -- if someone kills you with sorc execute by timing all their burst they deserve that kill. Whereas getting a kill with RD doesnt require much planning or skill to accomplish.
Thats why the suggestion has been to bring it to 18 meters which is in line with impale's range. Another very hard hitting mag based execute. Bringing RD down to 18 is what i really want to talk about.
Regardless of what you're playing -- if someone kills you with sorc execute by timing all their burst they deserve that kill. Whereas getting a kill with RD doesnt require much planning or skill to accomplish.
You are so wrong about that. Getting a kill with Radiant requires timing and often requires that the target be cc'd. Lots of players have gotten really good at countering Radiant. And I'm not going to risk getting bashed or interrupted.Thats why the suggestion has been to bring it to 18 meters which is in line with impale's range. Another very hard hitting mag based execute. Bringing RD down to 18 is what i really want to talk about.
Impale is instant. And allows the NB to be very mobile. Very easy for the NB to get within range when need be and out of range as well. And they get increased speed when cloaked. You're not looking at the bigger picture.
Yup. It's long overdue and anyone who understands the game knows it.
Guess you have a lot to learn about Templars. Still.....lmao Yea, go block radiant and see how well that goes for you.
Works for many. Any other things, too. Must you spout nonsense in another thread. Again...
GreenSoup2HoT wrote: »Nerf Crit Rush! :P
Where's Jules with that video showcasing execute's. That pretty much sums up my thoughts on RD.
There
https://youtu.be/em46ajNfuTU
@Jules productions
Casts_Many_Heals wrote: »GreenSoup2HoT wrote: »Nerf Crit Rush! :P
Where's Jules with that video showcasing execute's. That pretty much sums up my thoughts on RD.
There
https://youtu.be/em46ajNfuTU
@Jules productions
its funny how in this video they use major sorcery and have empower buff when using radiant but none of the other executes
Call me crazy but the number of damned back line templars just spamming this behind 8 other people pelting you with ranged attacks is insane..... RD damage is fine. But when something has the undodgeable status it should at least be within range of a gap closer..... That way meelee builds can gap close and stun for counter. This would punish the temps for trying to use it when you arent cc'ed. Now its just fire away cos that guy is so far away he cant do jack *** but run out of range or block. Both cases there is 0 cost to templar.
Radiant Destruction's damage model is fine -- its a channel execute that costs a ton of magic and is interruptible.
The only issue that people should have with the skill is the fact that its range is so large. 41 meters!!
A lot of people have agreed in this particular thread that RD does more damage than all the other executes. Yet RD is not dodgable and has the largest range. While the other executes can all be dodges and require you to be in what some might call "the danger zone."
The main issue with the having that sort of range is that it nullifies a lot counters someone can pull off. For instance on a stam dk. Your only option to counter RD is to LoS or interrupt. Interrupting is not an option because the caster is well out of Gap closer range so youre left to LoS. The issue with LoS being the only method of countering RD is that it doesn't work like it should. If this game had CSGO level netcode then sure, LoS would be a very practical means to counter RD but unfortunately we have to deal with ping rate varying from 70-9999
As it stands though RD is over-performing heavily compared to the other executes and thats the issue at hand.
A simple fix that would make this skill more practical in the pvp environment that we are given would be to reduce the range to 18 meters. Where every class has the opportunity to counter it.
All these forumplars still get their undodgeable spammable skill that does a *** ton of damage to use when mashing BoL gets tiring for them and everyone else gets to enjoy a more balanced magtemp execute where they have the option to outplay their opponent.
(pssst... The base range is 28m, not 41. Sorc execute also has the same exact range, so you're wrong on that too)
All these forumplars and their insistence on facts instead of hysteria and cherry picked numbers! Jeez, they need to stop being so logical!
(psssst... thats still out of gap closer range thanks for strengthening my argument) (Sorc execute has a reasonable counter)
All these forumplars and their insistence for keeping an over-performing skill that has been overwhelming agreed to be broken. Jeez.
Wonder what version of the game the guy that made that video was playing. In the version I play, RD hits like a wet noodle til it hits execute range.
Meanwhile we got skills like Focused Aim doing 10k+ damage per hit. Why aren't people complaining about that instead? At least with RD, you have time to react if it somehow actually hurts you outside of execute range.
Wreuntzylla wrote: »Radiant Destruction's damage model is fine -- its a channel execute that costs a ton of magic and is interruptible.
The only issue that people should have with the skill is the fact that its range is so large. 41 meters!!
A lot of people have agreed in this particular thread that RD does more damage than all the other executes. Yet RD is not dodgable and has the largest range. While the other executes can all be dodges and require you to be in what some might call "the danger zone."
The main issue with the having that sort of range is that it nullifies a lot counters someone can pull off. For instance on a stam dk. Your only option to counter RD is to LoS or interrupt. Interrupting is not an option because the caster is well out of Gap closer range so youre left to LoS. The issue with LoS being the only method of countering RD is that it doesn't work like it should. If this game had CSGO level netcode then sure, LoS would be a very practical means to counter RD but unfortunately we have to deal with ping rate varying from 70-9999
As it stands though RD is over-performing heavily compared to the other executes and thats the issue at hand.
A simple fix that would make this skill more practical in the pvp environment that we are given would be to reduce the range to 18 meters. Where every class has the opportunity to counter it.
All these forumplars still get their undodgeable spammable skill that does a *** ton of damage to use when mashing BoL gets tiring for them and everyone else gets to enjoy a more balanced magtemp execute where they have the option to outplay their opponent.
(pssst... The base range is 28m, not 41. Sorc execute also has the same exact range, so you're wrong on that too)
All these forumplars and their insistence on facts instead of hysteria and cherry picked numbers! Jeez, they need to stop being so logical!
(psssst... thats still out of gap closer range thanks for strengthening my argument) (Sorc execute has a reasonable counter)
All these forumplars and their insistence for keeping an over-performing skill that has been overwhelming agreed to be broken. Jeez.
People overwhelmingly agreed that wrecking blow is an over-performing skill. That's going to get changed with DB. I won't tell you how long it took to get to the WB nerf point because you will cry when you will realize RD is in the game (as-is) for at least the next year....
I adapted. Sure, it's bad design when you have to adjust your builds for single skills, but that's ZoS in a nutshell.
arkansas_ESO wrote: »Wonder what version of the game the guy that made that video was playing. In the version I play, RD hits like a wet noodle til it hits execute range.
Meanwhile we got skills like Focused Aim doing 10k+ damage per hit. Why aren't people complaining about that instead? At least with RD, you have time to react if it somehow actually hurts you outside of execute range.
Focused Aim has a cast time and is dodgeable and reflectable. Radiant Destruction is a channel that connects with the target instantly, can't be dodged, and can't be reflected.