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Nerf radiant destruction

  • NikaTheCat
    NikaTheCat
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    .
    Bashev wrote: »
    Pomaikai wrote: »
    NikaTheCat wrote: »
    People really need to have some constructive arguments when they ask to nerf something. Arguments like "This skill is OP, nerf it!" are just empty words. You really have to give us some evidence and explanation why the said skill is OP. If you do not, people will just agree or disagree, but things will never change.
    I do think that Jesus Beam is a strong execute, probably the strongest in the game, however I don't think it needs a nerf. My opinion about it does not matter, however. If somebody provided some constructive evidence then my opinion could change. The same goes for ZOS. If you want change, you should prepare some arguments to back up your statements. Random videos and death recaps are also worthless without context.

    Let's discuss the provided evidence of Jesus Beam OP-ness (innuendo implied):
    Dubhliam wrote: »

    Here we see all the executes compared. Radiant Destruction clearly wins. However, we can just dismiss this evidence, because there is just too little information provided.

    But why Mr. Cat? Are you blind? You can see that the Jesus beam is OP!!

    Well I'm glad you asked, Billy. There are several problems with this test:
    • 4 executes are performed by 3 different characters. This is of course inevitable, because 3 of the executes are exclusive class abilities. But to actually compare the skills all the testing attackers have to use the same gear, CP and ideally have the same race (or disable racial passives). The chars in the video may well be using the similar builds, but we just don't know that. How can we know that the first 2 characters were not using lvl 1 white gear and no CP? I'm exaggerating for the sake of an argument.
    • The max health of the victim in the Jesus Beam example is less than in other examples. This suggests that the build has changed, if only slightly. Again not really fair, as we don't see what changed.
    • The Jesus Beam example is the only one that has a Major Sorcery buff applied before it via Structured Entropy AND the Empower buff (20% more damage to the next attack) via Mages Guild passive Might of the Guild. I mean, seriously, what is up with that? :D

    Another evidence
    Bashev wrote: »
    I play with 7 heavy 36k resistance buffed, 2k critical resistance. Please check the damage of this OP skill.keFXRX4.jpg
    Uf8wgGz.jpg
    tFl62cN.jpg

    Eat this Mr. Cat. Disprove the 17,5k Jesus Beam!

    Well, you see, Billy, it's 17,5k over time , not 17,5k burst. We can't really tell how long the Beam lasted in the 1st and the 3rd picture, but we can assume that the 2nd picture shows a full finished 3 second Jesus Beam, because it is followed by another one after. It could have been cancelled of course, but we can't tell that.
    If we assume it wasn't cancelled, then it is 12,5k damage over 3 seconds, which is ~4k DPS. 4k DPS is very low.
    Also we must mention that the victim has at least 3 people kicking on him/her at the same time. If one of them casts a Radiant while others are keeping him/her at low health, it's no wonder that RD (or any other execute) hits hard. It's what executes are meant for.

    Also I have one question that I don't know the answer to. Does death recap show only the damage you recieved or the full damage of an ability. What I mean to ask is, if I have a 2k health left and Bumnog hits me in the face with his bare fist for 10k damage, do I see 2k damage in my death recap or 10k?

    Why you see 10K, Mr. Wizard! In fact, if you have a single solitary HP left and are nailed by a Jeebus Beam, then you'll probably see a death recap of that 17.5K or even HIGHER damage. You had nothing left to slow it down, or stop it. It nailed you at the full 300% increased damage. Sure, it only did a single HP in actual damage, but it sure does look impressive and scary to the person who died. And guess what? We Templars like it that way. Why? Because it makes you fear the Beam. It's the single greatest Fear debuff in the entire game. A few well placed Templars can slow a fast moving Zerg Train to a screeching halt by Beaming the crap out of the people in the front. It's not going to kill them, unless they were already low health from something else. Heck, it's probably not even going to hurt them. It is however going to scare the bejeezus out of some people, and they will stop. They will roll dodge. They will run backwards out of range. And by then? The whole Zerg Train has been derailed, and a proper defense with siege weapons can be mounted. Even by a much smaller force.

    And to be honest? That's probably why so many want it nerfed.

    This information is so false. What you see in death recap is the damage that you took. He is the proof: Uf8wgGz.jpg

    The same person used Jesus beam on me and as you see the last damage is less than 1k. Following your logic it should be 20k considering that the previous one was 12k. I am so tired of people defending their OP skills. We need balance not OP skills.

    People who says that you can block radian, I just want you to say. Radian destruction is the best counter to block. I will explain why. It ticks every 0.5 seconds and if you block it, it means that you are charged every 0.5 seconds for the block because this is the CD for the block. A person with average cost of block 1.5k if he blocks a full radian destruction he needs 9k stamina.

    Hmm, interesting... In that video the death recap showed the full power of the skill. We see that the second cast has 2 ticks - 7k and 10k damage. And the 10k damage tick occurs when the player has only 1k health left. And the death recap shows 17k Radiant Destruction.
    In your picture, though, it seems that it actually does show only the damage received. Because 930 radiant as a final tick is kinda low. Especially if the previous one is 12k.

    So I checked and the video was made before the DB release, but your pictures seem to be from the DB patch (judging by the Dizzying Swing ability). That brings up the question - did they change how the death recap works?
    Edited by NikaTheCat on June 12, 2016 8:06AM
  • Bashev
    Bashev
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    NikaTheCat wrote: »
    .
    Bashev wrote: »
    Pomaikai wrote: »
    NikaTheCat wrote: »
    People really need to have some constructive arguments when they ask to nerf something. Arguments like "This skill is OP, nerf it!" are just empty words. You really have to give us some evidence and explanation why the said skill is OP. If you do not, people will just agree or disagree, but things will never change.
    I do think that Jesus Beam is a strong execute, probably the strongest in the game, however I don't think it needs a nerf. My opinion about it does not matter, however. If somebody provided some constructive evidence then my opinion could change. The same goes for ZOS. If you want change, you should prepare some arguments to back up your statements. Random videos and death recaps are also worthless without context.

    Let's discuss the provided evidence of Jesus Beam OP-ness (innuendo implied):
    Dubhliam wrote: »

    Here we see all the executes compared. Radiant Destruction clearly wins. However, we can just dismiss this evidence, because there is just too little information provided.

    But why Mr. Cat? Are you blind? You can see that the Jesus beam is OP!!

    Well I'm glad you asked, Billy. There are several problems with this test:
    • 4 executes are performed by 3 different characters. This is of course inevitable, because 3 of the executes are exclusive class abilities. But to actually compare the skills all the testing attackers have to use the same gear, CP and ideally have the same race (or disable racial passives). The chars in the video may well be using the similar builds, but we just don't know that. How can we know that the first 2 characters were not using lvl 1 white gear and no CP? I'm exaggerating for the sake of an argument.
    • The max health of the victim in the Jesus Beam example is less than in other examples. This suggests that the build has changed, if only slightly. Again not really fair, as we don't see what changed.
    • The Jesus Beam example is the only one that has a Major Sorcery buff applied before it via Structured Entropy AND the Empower buff (20% more damage to the next attack) via Mages Guild passive Might of the Guild. I mean, seriously, what is up with that? :D

    Another evidence
    Bashev wrote: »
    I play with 7 heavy 36k resistance buffed, 2k critical resistance. Please check the damage of this OP skill.keFXRX4.jpg
    Uf8wgGz.jpg
    tFl62cN.jpg

    Eat this Mr. Cat. Disprove the 17,5k Jesus Beam!

    Well, you see, Billy, it's 17,5k over time , not 17,5k burst. We can't really tell how long the Beam lasted in the 1st and the 3rd picture, but we can assume that the 2nd picture shows a full finished 3 second Jesus Beam, because it is followed by another one after. It could have been cancelled of course, but we can't tell that.
    If we assume it wasn't cancelled, then it is 12,5k damage over 3 seconds, which is ~4k DPS. 4k DPS is very low.
    Also we must mention that the victim has at least 3 people kicking on him/her at the same time. If one of them casts a Radiant while others are keeping him/her at low health, it's no wonder that RD (or any other execute) hits hard. It's what executes are meant for.

    Also I have one question that I don't know the answer to. Does death recap show only the damage you recieved or the full damage of an ability. What I mean to ask is, if I have a 2k health left and Bumnog hits me in the face with his bare fist for 10k damage, do I see 2k damage in my death recap or 10k?

    Why you see 10K, Mr. Wizard! In fact, if you have a single solitary HP left and are nailed by a Jeebus Beam, then you'll probably see a death recap of that 17.5K or even HIGHER damage. You had nothing left to slow it down, or stop it. It nailed you at the full 300% increased damage. Sure, it only did a single HP in actual damage, but it sure does look impressive and scary to the person who died. And guess what? We Templars like it that way. Why? Because it makes you fear the Beam. It's the single greatest Fear debuff in the entire game. A few well placed Templars can slow a fast moving Zerg Train to a screeching halt by Beaming the crap out of the people in the front. It's not going to kill them, unless they were already low health from something else. Heck, it's probably not even going to hurt them. It is however going to scare the bejeezus out of some people, and they will stop. They will roll dodge. They will run backwards out of range. And by then? The whole Zerg Train has been derailed, and a proper defense with siege weapons can be mounted. Even by a much smaller force.

    And to be honest? That's probably why so many want it nerfed.

    This information is so false. What you see in death recap is the damage that you took. He is the proof: Uf8wgGz.jpg

    The same person used Jesus beam on me and as you see the last damage is less than 1k. Following your logic it should be 20k considering that the previous one was 12k. I am so tired of people defending their OP skills. We need balance not OP skills.

    People who says that you can block radian, I just want you to say. Radian destruction is the best counter to block. I will explain why. It ticks every 0.5 seconds and if you block it, it means that you are charged every 0.5 seconds for the block because this is the CD for the block. A person with average cost of block 1.5k if he blocks a full radian destruction he needs 9k stamina.

    Hmm, interesting... In that video the death recap showed the full power of the skill. We see that the second cast has 2 ticks - 7k and 10k damage. And the 10k damage tick occurs when the player has only 1k health left. And the death recap shows 17k Radiant Destruction.
    In your picture, though, it seems that it actually does show only the damage received. Because 930 radiant as a final tick is kinda low. Especially if the previous one is 12k.

    So I checked and the video was made before the DB release, but your pictures seem to be from the DB patch (judging by the Dizzying Swing ability). That brings up the question - did they change how the death recap works?

    Yes they changed it and now you rarely see any big amounts of damage in your death recap except Jesus beam.
    Because I can!
  • syko809
    syko809
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    Axorn wrote: »
    nerf please

    Soooo getting snipe spam is ok then ?????????????? Because you make it seem that JB is the only thing that can kill in one bottom
  • velocidad
    velocidad
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    syko809 wrote: »
    Axorn wrote: »
    nerf please

    Soooo getting snipe spam is ok then ?????????????? Because you make it seem that JB is the only thing that can kill in one bottom

    agree, there are so many ppl/classes/combinations than can make you see this numbers or even greaters one, but no1 talks about them.

  • Reevster
    Reevster
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    Working as intended, doesn't need changing, now just need the other 3 magic classes to have a RD type skill, same damage and distant. Then Magic classes could actually compete with the WB spamers and the new meta," Bow Spamers"
  • Sharee
    Sharee
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    syko809 wrote: »
    Axorn wrote: »
    nerf please

    Soooo getting snipe spam is ok then ?????????????? Because you make it seem that JB is the only thing that can kill in one bottom

    You can hear/see the snipe coming, with an audio cue 1-2 sec in advance.
    You can dodge roll the snipe.
    You can reflect the snipe.

    All of those work against multiple snipers, positioned anywhere.

    Jesus beam has only one defense - interrupt. And that only works against one beamer(unless they are all in melee range, which rarely happens), and is next to impossible to do if the beamer stands in/behind a cloud of his buddies, due to lack of reliable tab targetting.

    So to answer your question, yes. Snipe spam is ok, because it has enough counters.
    Edited by Sharee on June 12, 2016 9:09AM
  • velocidad
    velocidad
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    Sharee wrote: »
    syko809 wrote: »
    Axorn wrote: »
    nerf please

    Soooo getting snipe spam is ok then ?????????????? Because you make it seem that JB is the only thing that can kill in one bottom

    You can hear/see the snipe coming, with an audio cue 1-2 sec in advance.
    You can dodge roll the snipe.
    You can reflect the snipe.

    All of those work against multiple snipers, positioned anywhere.

    Jesus beam has only one defense - interrupt. And that only works against one beamer(unless they are all in melee range, which rarely happens), and is next to impossible to do if the beamer stands in/behind a cloud of his buddies, due to lack of reliable tab targetting.


    So to answer your question, yes. Snipe spam is ok, because it has enough counters.

    lol, learn to play, or better make a templar an see how wrong you are.
  • Ep1kMalware
    Ep1kMalware
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    Reevster wrote: »
    Working as intended, doesn't need changing, now just need the other 3 magic classes to have a RD type skill, same damage and distant. Then Magic classes could actually compete with the WB spamers and the new meta," Bow Spamers"

    well, dks have magma armour, nightblades have cloak, sorcs have overload. I know a couple of those are ultimates but they're still cheesy.

    All the exexutes kinda need a buff. Except jesus beam, I kinda think that's where it should be. Esp with 2 new vet dungeons comming out.
  • Mayrael
    Mayrael
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    Sharee wrote: »
    syko809 wrote: »
    Axorn wrote: »
    nerf please

    Soooo getting snipe spam is ok then ?????????????? Because you make it seem that JB is the only thing that can kill in one bottom

    You can hear/see the snipe coming, with an audio cue 1-2 sec in advance.
    You can dodge roll the snipe.
    You can reflect the snipe.

    All of those work against multiple snipers, positioned anywhere.

    Jesus beam has only one defense - interrupt. And that only works against one beamer(unless they are all in melee range, which rarely happens), and is next to impossible to do if the beamer stands in/behind a cloud of his buddies, due to lack of reliable tab targetting.

    So to answer your question, yes. Snipe spam is ok, because it has enough counters.

    Do you even read bro? And people like you are screaming for nerfs without basic knowledge about the game? If ZOS will listen to folks like you I dont want to play this game anymore... Its like:
    -Im being disoriented for 20s in pvp by fosilize, plz nerf it beacause its OP!
    -Dude you can break free it!
    -Nanana im not listening to you... Its OP pls nerf pls nerf.
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • WreckfulAbandon
    WreckfulAbandon
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    Address dodge first, then we can talk about RD.
    PC NA

    All my comments are regarding PvP
  • Ex_Draconis
    Ex_Draconis
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    Molag_Crow wrote: »
    Radiant Destruction doesn't need a nerfs. I know it's easy for a Templar to defend it, but I even go vs other Templars who use it and I know how to avoid it; guess how? healing. Yep. Heal enough health so your health isn't in the execute range. Simple as that, really. Stamina users can heal like crazy now too so there's no excuses, on top of all the other possibilities like Line of Sight, Interrupting etc etc.

    This is the correct answer period. Protect your FULL health bar like as if it's almost gone and RD won't be a problem. If that doesn't work you either need to L2P or the other guy is better than you because he L2P. Which is how it should be.

    By forge and fire we prep for war
    With war in our eyes we're ready to die
    With death in hand we bear our blades
    By Stendarr's blade we will settle the score
  • Clarkieson
    Clarkieson
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    Axorn wrote: »
    nerf please

    Nerf Shuffle

    Nerf dodge roll

    Nerf Dodge

    Nerf take Flight

    Nerf incapacitating strike

    Nerf Cloak

    Nerf soul tether

    Nerf dragonknight standard

    nerf overload

    Nerf everything and then make all abilities do 1 damage. then remove PVE as it will be unplayable

    happy now?
  • imredneckson
    imredneckson
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    JESUS BEAM FTW!!!!!
    Legions of Mordor Guild Officer
    Member of the GvG Community

    Dunmer NB - Merser Frey (DC)
    Dunmer DK - Akaviri Battlereeve (DC)- http://orig05.deviantart.net/7ecd/f/2016/013/b/f/you_***_kill_by_eso_picture-d9nrz0q.png
    Imperial Templar - Knight of the Blood Oath (DC)-
    http://orig00.deviantart.net/5ba3/f/2016/115/a/0/jesus_beam_ftw____by_eso_picture-da09ecj.png
    High Elf Templar - Aurí-El (AD)
    High Elf Templar - Teutonic Honor Guard (EP)
  • IOUAT
    IOUAT
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    anyone know any good tv shows too watch
  • Clarkieson
    Clarkieson
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    Mugetsu wrote: »
    anyone know any good tv shows too watch

    nerfville, starring nerf man and cry baby
  • Hymzir
    Hymzir
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    Just a friendly reminder to those who still claim that interrupting Radiant is the only option available: There are tons of ways to deal with it. Apart from interrupting it, you can also LoS it. You can also cleanse it, so slot Purge on your bar if you are having difficulties with it.

    If the beamer is too far away from you to gap close, then he is frying you at nearly the maximum distance, and you can just move away form him to stop the beam. Remember, Radiant locks the caster into a snail pace crawl. You can actually often just sprint out of range.

    For getting extra quick away from it's range, try... Dodge Rolling! Yeah, the supposed Achilles heel of Dodge rolling can be defeated by dodge rolling. It wont work in every scenario, but it's a useful trick to keep in mind if you need to get out of beam range ASAP. Do a dodge roll or two directly away from the caster and the beam will stop. I use dodge rolls fairly often against Radiant myself, and I run Magicka builds with really low Stamina.

    Another option is to slot a shield - though this one really only works for Magicka builds. Harness Magicka is a great skill and offers a solid defense against Radiant. In fact you can use it to weather several beams on you at the same time. Just keep moving away from the beamers while spamming the shield. They are slowed to a crawl while you are not.

    If all else fails, then block. Block works just fine against Radiant. Even Magicka builds can block thorough a full Radiant Channel.

    But ultimately it's all about health. It is an execute, so the easiest way to deal with it, is to keep yourself out of execute range. Do so and the whole thing becomes a moot point. Radiant hits for less than a light attack per tick above 50%. If you can't out heal that, then... well, then there is a problem with your build.

    If you run a class cannon build with 18k health, then don't be surprised to get executed often in Cyro. Every class is quite capable of hitting you with attacks that do more than 10k damage. And if you get hit by one of them, you are gonna be executed. And i you plan on relying on dodge rolling to save you in those moments, just accept the fact that it wont work when facing a Templar. It's a weakness you chose to have in your build. If you want the weakness gone, you gotta sacrifice something else to get it covered. That's just the name of the game. You can't have your cake and also eat it.

    Finally, keep also in mind that there are several reasons, all perfectly valid an reasonable, as to why a Templar would hit you with Radiant when you are not in execute range. And fishing for executes is only one of them, albeit a common Templar specialty. A unique feature of the class if you will. But there are still plenty of other reasons why to do so, sometimes it's simply due to lag.

    To you, on the receiving end, Radiant may seem like an instant kill button, but... To us Templars... well it's a temperamental beast. It does not always activate when you push the button. Thus often leading to a situation where you spot a target in execute range, try to hit it with Radiant and then nothing happens for a second or two. The target heals back to full health and you start concentrating on other stuff when suddenly the beam activates and targets the now fully healed player. To the target this seams like the Templars is brainlessly spamming Radiant and the Templar get hate whispers about being a beamtard. Such fun. This has been happening a lot less lately so - yay for that at least I suppose.

    Radiant also does not always hit what we target. The game quite often chooses another target than the one we were aiming at. A target standing next to the one in execute range who also happens to be at full health. The game also seems to prefer targeting NPC s over players. So in keep fights, dive into a group of friendly NPCs and chances are that every Radiant seeking you will land on an NPC next to you.

    But the real reason for using radiant on non execute targets is due to it's multipurpose nature. We have a fairly limited bar on which to slot abilities. And once you slot all the stuff required for defense, there is not a whole lot of room for offense. So you tend to pick really strong abilities, or abilities that have a variety of uses.

    On my Templars offense bar I have two skills slotted for dealing damage. One of them being either Jabs or Shards depending on the situation and the other being Radiant. The other 3 slots are taken by a defensive buff, a heal and Radiant Magelight. The defensive buff depends on the situation, and the heal is almost always Honor the Dead, though may be a shield in some cases. But the last one is always Radiant Magelight. And I run it on both bars.

    I'd much rather slot something else there, maybe have both Jabs and Shards on at the same time, or maybe slot Reflective Light or even Dark Flare. But I don't. It's a compromise I've made with my build. If I slot something more useful and multipurpose there, I open myself to be ganked by the hordes of NB running amok in Cyro. It's a weakness I chose not to have in my build. And I cover it by limiting my offensive options.

    Thus I find myself fairly often in a situation where I need to do a ranged attack, and the only ranged attack available for me at that moment is Radiant. And if that is the case then Radiant it will be, even if it is not the ideal option in that situation. I do run a staff on my back bar, but weapon swaps are not all that reliable. Also, radiant does come with the added benefit that it ignores dodge rolling. Well most of it, since you can always dodge roll out of range. But still, it's a useful thing to have since you can be fairly certain that it will do at least some damage to your opponent. Or in the case of tanks tie them down to blocking while you channel. It's also a great tool in group situations to light up what the group should target next due to it's immensely obvious nature.

    However, the number 1 reason, for me at least, to be using Radiant on a target out of execute range, is to activate the Templar passive Illuminate, which grants the Minor Sorcery Buff when using Dawns wrath abilities. And Radiant is the only Dawns Wrath ability I have slotted on either of my bars. So whenever it is running out, I do a quick Radiant on whatever target presents itself. I often cut it short by weapon swapping or by blocking and go back to doing my actual attacks. I am not doing it for th damage, I am not doing it to fish for an execute, I am doing it just to re-apply the buff. Remember, that it also gives the buff to friendly players around me. So it's also a group buff and a useful thing to keep up.

    So in a nutshell, Radiant has, jut like almost every other strong skill in the game, more than one use. Yes, it is an an execute, but it is also a ranged channel. Sometimes you need both of those things at the same time, and sometimes you just need one of them. It has a variety of uses and sometime it's the only ranged option available. But the one thin it is not is a surefire way to melt anyone from 100% to 0%. That it just isn't.
  • Brightxdawn
    Brightxdawn
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    NO and NO.
  • Ep1kMalware
    Ep1kMalware
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    omfg this again
  • clayandaudrey_ESO
    clayandaudrey_ESO
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    16wjun.jpg
  • Molag_Crow
    Molag_Crow
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    As a Templar with 37k Max Mag, 2.9k spell dmg in Cyrodiil, I will admit something...

    Dark Flare hits too hard, but there's too many stam users (and even some magicka users now) who use Evasion/Shuffle and dodge mostly all of my Puncturing Sweeps and some Dark Flares, so it's not like I'm too OP.

    Smart players interrupt my Dark Flares/Radiant Oppression but it all depends on positioning.

    Radiant Oppression does hit hard but is it OP? not exactly, although I do think 50% HP as an execute in PvP is harsh. The Battle Spirit buff should scale ALL executes to 20% Health or less.
    --ϟ-- Crows_Descend - Templar - Ebonheart Pact [PS4]&[PC] [EU] --ϟ--
    YoutTube ESO Playlist
    The greatest prison that people live in, is the fear of what other people think. - David Icke
    Be your true, authentic self.

  • Phinix1
    Phinix1
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    Molag_Crow wrote: »
    As a Templar with 37k Max Mag, 2.9k spell dmg in Cyrodiil, I will admit something...

    Dark Flare hits too hard, but there's too many stam users (and even some magicka users now) who use Evasion/Shuffle and dodge mostly all of my Puncturing Sweeps and some Dark Flares, so it's not like I'm too OP.

    Smart players interrupt my Dark Flares/Radiant Oppression but it all depends on positioning.

    Radiant Oppression does hit hard but is it OP? not exactly, although I do think 50% HP as an execute in PvP is harsh. The Battle Spirit buff should scale ALL executes to 20% Health or less.

    When all classes have the SAME amount of escape, the SAME amount of DPS, the SAME amount of burst, the SAME amount of defense, and the SAME amount of mobility, then talk to me about how all classes should have the SAME execute mechanic.
  • Molag_Crow
    Molag_Crow
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    Phinix1 wrote: »
    Molag_Crow wrote: »
    As a Templar with 37k Max Mag, 2.9k spell dmg in Cyrodiil, I will admit something...

    Dark Flare hits too hard, but there's too many stam users (and even some magicka users now) who use Evasion/Shuffle and dodge mostly all of my Puncturing Sweeps and some Dark Flares, so it's not like I'm too OP.

    Smart players interrupt my Dark Flares/Radiant Oppression but it all depends on positioning.

    Radiant Oppression does hit hard but is it OP? not exactly, although I do think 50% HP as an execute in PvP is harsh. The Battle Spirit buff should scale ALL executes to 20% Health or less.

    When all classes have the SAME amount of escape, the SAME amount of DPS, the SAME amount of burst, the SAME amount of defense, and the SAME amount of mobility, then talk to me about how all classes should have the SAME execute mechanic.

    Oh I read wrong. Yes, I agree... we're all special in our own ways (class-wise)
    Edited by Molag_Crow on July 5, 2016 1:22AM
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  • ConeOfSilence
    ConeOfSilence
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    Some wont be happy till we are all casting flowers love and tickle fairies at each other, dishing out health rather than taking it.
    Edited by ConeOfSilence on July 5, 2016 3:12AM
  • Casterial
    Casterial
    ✭✭✭✭✭
    This post should not be resurrected. But yes Radiant Destruction is very reliable compared to most executes. Specially when used around 15% with classes with no purge. But, lets be real even with purge if it hits you at 10% you have no time to swap bars and purge even with animation cancels, because it will tick for 10k on your 3k health.
    Daggerfall Covenant:Casterial Stamplar || Casterial DK || Availed NB || Castyrial Sorc || Spooky Casterial Necro
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  • Van_0S
    Van_0S
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    If RD gets a nerf then I quit for good, this time !
  • Casterial
    Casterial
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    Van_0S wrote: »
    If RD gets a nerf then I quit for good, this time !

    Why? Blinding Flashes was 3000000000000000000% better, barely used and much more useful. It was also our tanking ability which helped Templar's not rely on spamming heals.
    Daggerfall Covenant:Casterial Stamplar || Casterial DK || Availed NB || Castyrial Sorc || Spooky Casterial Necro
    The Order of Magnus
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    The Last Chillrend Empress
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  • vyndral13preub18_ESO
    vyndral13preub18_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Casterial wrote: »
    This post should not be resurrected. But yes Radiant Destruction is very reliable compared to most executes. Specially when used around 15% with classes with no purge. But, lets be real even with purge if it hits you at 10% you have no time to swap bars and purge even with animation cancels, because it will tick for 10k on your 3k health.

    Let us also be real and list all the skills the could kill you in one hit from 10%. Your arguement is really, it can do over 3k damage to me? How many skills can do that? You can get sneezed on in pvp for 3k. I know you could dodge them all. So let's us continue to be real and admit that the only real complaint about radiant is that it can't be dodge. And is counter to a dodge heavy build.

    Also with a little effort every class can have a purge.
    Edited by vyndral13preub18_ESO on July 5, 2016 3:27AM
  • Casterial
    Casterial
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    Casterial wrote: »
    This post should not be resurrected. But yes Radiant Destruction is very reliable compared to most executes. Specially when used around 15% with classes with no purge. But, lets be real even with purge if it hits you at 10% you have no time to swap bars and purge even with animation cancels, because it will tick for 10k on your 3k health.

    Let us also be 'real' and list all the skills the could kill you in one hit from 10%. Your arguement is really, it can do over 3k damage to me? How many skills can do that? You can get sneezed on in pvp for 3k. I know you could dodge them all. So let's us continue to be 'real' and admit that the only real complaint about radiant is that it can't be dodge. And is counter to a dodge heavy build.

    Also with a little effort every class can have a purge.

    Please re-read. I said its hard to swap and purge when it hits me for 10k at 3k HP. I can usually heal up fast about 4k/second but the Radiant out damages my own heals, while most skills do not.

    It is far more reliable than the skill called Executioner, which yes can do 10-15k damage, but easily dodgable/blockable.
    Daggerfall Covenant:Casterial Stamplar || Casterial DK || Availed NB || Castyrial Sorc || Spooky Casterial Necro
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  • Avalon
    Avalon
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    Axorn wrote: »
    nerf please

    Rebuttal:
    Buff please
  • Lokey0024
    Lokey0024
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    Make

    Less

    Range


    Naow


    !!!


    Noobs
This discussion has been closed.