This only 1 thing you could use as argument, really? Pretty pathetic.Nope.
Just reading pathcnotes of every major update and first thing you will see - number of nerfs for this particular class.
P.S.: or maybe you won't see that coz huge amount of nerfs for templars are ninja-nerfs that already caused some rage in the past.
Templar dont know what nerf means. Increasing cost of skill by 50% after each use , lowering duration of skill over 3 times those are the nerfs. Come here and talk about nerfs when BoL will cost You 50% more with each recast during 4 seconds after previous use or when extended ritual will last 3x less time or purge 1 negative effect. Templar just get slight changes that basicly dont change his gameplay at all.
Nope.
Just reading pathcnotes of every major update and first thing you will see - number of nerfs for this particular class.
P.S.: or maybe you won't see that coz huge amount of nerfs for templars are ninja-nerfs that already caused some rage in the past.
Templar dont know what nerf means. Increasing cost of skill by 50% after each use , lowering duration of skill over 3 times those are the nerfs. Come here and talk about nerfs when BoL will cost You 50% more with each recast during 4 seconds after previous use or when extended ritual will last 3x less time or purge 1 negative effect. Templar just get slight changes that basicly dont change his gameplay at all.
Our main shield scales off health, lasts 6 seconds and costs 3k each cast. We have to use vampire to gain a Magicka based mobility and most spells are channels (highly interrupted.)
Our purge used to negate most projectiles (unintended). They wanted it to only remove 2 effects but we had it reversed back to 5 for extended ritual.
We had a review of our class passives because some passives only made sense when soft caps were in effect. And they changed our healing passives to help provide a way to keep players in our limited mobility range instead (3 healing skills actual snare enemies, 2 are heavily used by DPs/tank/healers).
So yes we don't know a nerf like sorcs relating to streak or shield reduction. But we had a class that wasn't performing well against nightblades/sorcs and took forever to make changes. DK's are next on the upgrade list now that stam sorcs are very good this patch.
This thread is jam packed with anecdotes from both sides. It is literally a comical relief thread that is not really holding any positive discussion. Its going to result in the skill taking a wild nerf and a poor redesign. There is no sense engaging the templar community with these threads, and almost all anecdotes (even videos Ive made) are referenced in ways that arent sensible to discussing balancing this skill out in the environment of open world XvX pvp.
The only thing that does make a difference is the number of threads and the posts tied to them. Thats why this stuff will get nerfed. Thats part of the 'data' someone referenced.
I think I'm well aware of this someone you speak of. It seems to be if you want something nerfed into the ground, just spam the forums repeatedly about it and await the nerfbat.
We all know ZOS doesn't tend to be very...gentle in their balancing..and I figured we've learned from that. If RD needs to be looked at, no worries, I wish we could have some reasonable dialogue and 'data' from both sides of the fence.
This is why we can't have nice things!
danielpatrickkeaneub17_ESO wrote: »danielpatrickkeaneub17_ESO wrote: »I hit a NPC with a 55k RD last night. That was fun.
Gear? # of Cp? Cp allocation? Buffs? Debuffs? Health of npc? Oppression or glory? Morph rank? Amount of nagicka at the exact moment? Your location?
Unless you're coming with data, please let the grownups talk.
Grown ups? Chances are I have chest hairs older than you. But since you asked so nicely.
3 Willpower
5 Julianos
1 Kena
2 Magus
Resto Staff - Spell and Weapon Power Glyph
All magic enchants on gear
All infused
Breton
44.3K magicka
3.3K spell power
I had just finished wiping some yellows in Bruma and hit an NPC at the dolman.
Is this enough detail for you?
I'm a woman so my chest is quite smooth, can we compare?!.
Also, those details would have been vital at the time you shared the 'anecdata'.
Nope.
Just reading pathcnotes of every major update and first thing you will see - number of nerfs for this particular class.
P.S.: or maybe you won't see that coz huge amount of nerfs for templars are ninja-nerfs that already caused some rage in the past.
Templar dont know what nerf means. Increasing cost of skill by 50% after each use , lowering duration of skill over 3 times those are the nerfs. Come here and talk about nerfs when BoL will cost You 50% more with each recast during 4 seconds after previous use or when extended ritual will last 3x less time or purge 1 negative effect. Templar just get slight changes that basicly dont change his gameplay at all.
Our main shield scales off health, lasts 6 seconds and costs 3k each cast. We have to use vampire to gain a Magicka based mobility and most spells are channels (highly interrupted.)
Our purge used to negate most projectiles (unintended). They wanted it to only remove 2 effects but we had it reversed back to 5 for extended ritual.
We had a review of our class passives because some passives only made sense when soft caps were in effect. And they changed our healing passives to help provide a way to keep players in our limited mobility range instead (3 healing skills actual snare enemies, 2 are heavily used by DPs/tank/healers).
So yes we don't know a nerf like sorcs relating to streak or shield reduction. But we had a class that wasn't performing well against nightblades/sorcs and took forever to make changes. DK's are next on the upgrade list now that stam sorcs are very good this patch.
1. So with the biggest self heal atm in the game You would want to also have shield scaled of max magicka and last longer then now?...No comment here.
2. You have 2 channeled spells that are interrupted (3 counting AoE heal noone uses) so that's not ,,most skills" if You have 15 skills overall with 2 morphs of each.
3. Templar is not the only build with lack of mobility but for some reason templars always using this argument...
4. Bug fixing is not nerfing and fact what they wanted to do is not important. What matters is what we have at live server.
5. Fact templar wast performing well in the past doesnt mean we can allow now for keeping him at current state which is in some cases overpowered.
My stamblade is far from meta as possible and you know it.Every execute should start at 25% not 50.Ron_Burgundy_79 wrote: »What do you mean Magica DK do great in PVE DPS and group PVP.Templars will still so well their. They have never been a great solo class since they always lacked mobility. Templars will be fine with a Nerf to radiant to bring it more in line with other classes.The ability is over performing that and executioner additional damage needs to be dropped to 25%.Ron_Burgundy_79 wrote: »But the way you stated it (as an "or") then "nerf radiant" was offered as a complete solution! I don't think you really meant it that way, it just struck me as funny.
It technically would be a solution to the "problem", but it's definitely not the solution I would choose.
It would kill templar PVE dps and leave templars in a similar state to magic dk's.
Says the meta stam blade wielding the mighty nerf hammer.
My stamblade is far from meta as possible and you know it.Every execute should start at 25% not 50.Ron_Burgundy_79 wrote: »What do you mean Magica DK do great in PVE DPS and group PVP.Templars will still so well their. They have never been a great solo class since they always lacked mobility. Templars will be fine with a Nerf to radiant to bring it more in line with other classes.The ability is over performing that and executioner additional damage needs to be dropped to 25%.Ron_Burgundy_79 wrote: »But the way you stated it (as an "or") then "nerf radiant" was offered as a complete solution! I don't think you really meant it that way, it just struck me as funny.
It technically would be a solution to the "problem", but it's definitely not the solution I would choose.
It would kill templar PVE dps and leave templars in a similar state to magic dk's.
Says the meta stam blade wielding the mighty nerf hammer.
RinaldoGandolphi wrote: »Am i the only one who thinks pressing one button and healing for 55%-75% of your total health is kinda crazy? Dks had it with dragonsblood and zos freaked the *** out and nerfed it, yet this rides out like NBD
With the way damage is, no way. Builds that heal that way that are tanky have poo for damage except beam which is situational and just happens to be the Zerg tool of the month.
When these stupid 9k in incap strikes a an insta gib non sense is toned down then we can complain about tanky healers
Until then anything that goes against the grain of the insanely high damage insta gib burst meta(Malabeth included) is a good thing.
These high damage builds need a counter balance and folks need to stop whining about tanks...tanks have just as much right to be tanky as s dps toon has to be bursty.
Why can't folks just accept that some builds are a direct counter to there's? Not every build should be able to kill every build that's trade offs. Right now tanks are finally somewhat viable again, the high damage mets everyone had gotten used to finally has a counter and of course everyone complains. Pvp should be about more then DPS and for the 1st time since 1.6 it is and tanks need to left alone and that includes magplars., want to reduce beams range, fine but leave our heals the heck alone! Breath of Life has been nerfed twice already and is the most expensive heal in the game enough is enough.
The only reason people want radiant nerfed is because its literally THE hard counter to roly poly stam meta builds, and they dont like that, not one bit, it hurts their stream or 1vX video output. Or their overinflated sense of self worth. (i mean being able to invoke near complete immunity to direct single target via dodge mechanics while powerhealing through any substantial AoE damage via the HoTs from vigor and rally.... but god forbid something that isnt dodgeable comes into play that can actually hurt you, no no, thats just too much amirite?)
I will continue to jesus beam the living hell out of stammeta builds until the day i stop playing ESO. At least its one skill in the game that can reliably hit one of them, and isnt completely damage trash like most AOEs are to them. Its the only real tool left in the toolbox preventing full stamina ownership of cyrodiil, and i want it kept as-is as a direct result of that.
Oh and, I proudly hit you with it at full health, wanna know why? Because the reaction is always the same, absolutely priceless really, as you retreat back to your rocks and boxes scared to death that something actually was able to move your health bar even a little. Yeah you cant just charge into a magicka templar with impunity can ya brah? Sit down.
I am playing a magicka DK, and the only time i roll dodge is when i absolutely have to, usually because i got rooted in a bad spot and hit with a negate.
Yet, radiant spam is as much of a problem to me as it is for the roly poly.
You shouldn't justify one overpowered thing by saying it is the only way to counter another overpowered thing. Instead, both should be made not overpowered.
As for the rest of your post, i completely agree, stam builds are out of control. If you ask me, vigor should be removed from the game. That would let them keep their burst, but if they fail the initial attack, they are in a world of hurt(the way i was playing my stam NB at release, really).
So when are we going to agree that magicka templar survivability, sustain and damage need to be increase by a fair amount? I've been talking to alot of folks lately and they are pretty tired of the poor damage and utility of RD.
We need adjustements to make this fair for all classes!
danielpatrickkeaneub17_ESO wrote: »I hit a NPC with a 55k RD last night. That was fun.
Gear? # of Cp? Cp allocation? Buffs? Debuffs? Health of npc? Oppression or glory? Morph rank? Amount of nagicka at the exact moment? Your location?
Unless you're coming with data, please let the grownups talk.
Magplar on my trial had 70k+ ticks. Its not a question of whether it can do really high damage. It can.
Magplar sustained DPS sucks in PvE. Please see current stamina meta for reference.
To make it more useless for solo and small scale?I think magplars are fine. Jesus beam gives too much power to zerglings. I would say lower or remove the first tick.
Sugaroverdose wrote: »To make it more useless for solo and small scale?I think magplars are fine. Jesus beam gives too much power to zerglings. I would say lower or remove the first tick.
1. For each additional beam on target, execute bonus reduced for 100%, so if you have 4 beams on ya they tick without execute bonus
2. Cast distance reduced to 22m
3. To compensate changes reduce magicka cost by 20% on Oppression morph and increase healing to 30% damage done for Glory morph
Why it shouldn't? They applied aoe-caps saying that this is PvE requirement, but it completely *** up small scale and overall pvp making ball groups more powerful from game mechanics perspective. Making PvE a little harder isn't big deal.Ron_Burgundy_79 wrote: »Sugaroverdose wrote: »To make it more useless for solo and small scale?I think magplars are fine. Jesus beam gives too much power to zerglings. I would say lower or remove the first tick.
1. For each additional beam on target, execute bonus reduced for 100%, so if you have 4 beams on ya they tick without execute bonus
2. Cast distance reduced to 22m
3. To compensate changes reduce magicka cost by 20% on Oppression morph and increase healing to 30% damage done for Glory morph
Here's the deal. As a templar, I don't want anything done to it that will harm PVE. Our PVE DPS leaves a lot to be desired anyways. Should ZOS determine that radiant isn't functioning as intended, then I hope they remove it from our skill lines and completely rework the class. Every other skill would need buffed, and a new class execute would need added.
Sugaroverdose wrote: »Why it shouldn't? They applied aoe-caps saying that this is PvE requirement, but it completely *** up small scale and overall pvp making ball groups more powerful from game mechanics perspective. Making PvE a little harder isn't big deal.Ron_Burgundy_79 wrote: »Sugaroverdose wrote: »To make it more useless for solo and small scale?I think magplars are fine. Jesus beam gives too much power to zerglings. I would say lower or remove the first tick.
1. For each additional beam on target, execute bonus reduced for 100%, so if you have 4 beams on ya they tick without execute bonus
2. Cast distance reduced to 22m
3. To compensate changes reduce magicka cost by 20% on Oppression morph and increase healing to 30% damage done for Glory morph
Here's the deal. As a templar, I don't want anything done to it that will harm PVE. Our PVE DPS leaves a lot to be desired anyways. Should ZOS determine that radiant isn't functioning as intended, then I hope they remove it from our skill lines and completely rework the class. Every other skill would need buffed, and a new class execute would need added.
It affects part of players, by small scale pvp preference sign. If it touches players who prefer to play magplar there's no difference: someone anyway will be hitted harder than others.Sugaroverdose wrote: »Why it shouldn't? They applied aoe-caps saying that this is PvE requirement, but it completely [snip] up small scale and overall pvp making ball groups more powerful from game mechanics perspective. Making PvE a little harder isn't big deal.Ron_Burgundy_79 wrote: »Sugaroverdose wrote: »To make it more useless for solo and small scale?I think magplars are fine. Jesus beam gives too much power to zerglings. I would say lower or remove the first tick.
1. For each additional beam on target, execute bonus reduced for 100%, so if you have 4 beams on ya they tick without execute bonus
2. Cast distance reduced to 22m
3. To compensate changes reduce magicka cost by 20% on Oppression morph and increase healing to 30% damage done for Glory morph
Here's the deal. As a templar, I don't want anything done to it that will harm PVE. Our PVE DPS leaves a lot to be desired anyways. Should ZOS determine that radiant isn't functioning as intended, then I hope they remove it from our skill lines and completely rework the class. Every other skill would need buffed, and a new class execute would need added.
At least aoe caps affects all classes.
KisoValley wrote: »danielpatrickkeaneub17_ESO wrote: »danielpatrickkeaneub17_ESO wrote: »I hit a NPC with a 55k RD last night. That was fun.
Gear? # of Cp? Cp allocation? Buffs? Debuffs? Health of npc? Oppression or glory? Morph rank? Amount of nagicka at the exact moment? Your location?
Unless you're coming with data, please let the grownups talk.
Grown ups? Chances are I have chest hairs older than you. But since you asked so nicely.
3 Willpower
5 Julianos
1 Kena
2 Magus
Resto Staff - Spell and Weapon Power Glyph
All magic enchants on gear
All infused
Breton
44.3K magicka
3.3K spell power
I had just finished wiping some yellows in Bruma and hit an NPC at the dolman.
Is this enough detail for you?
I'm a woman so my chest is quite smooth, can we compare?!.
Also, those details would have been vital at the time you shared the 'anecdata'.
Somehow I don't quite believe.
genjutsu_kami wrote: »This thread is jam packed with anecdotes from both sides. It is literally a comical relief thread that is not really holding any positive discussion. Its going to result in the skill taking a wild nerf and a poor redesign. There is no sense engaging the templar community with these threads, and almost all anecdotes (even videos Ive made) are referenced in ways that arent sensible to discussing balancing this skill out in the environment of open world XvX pvp.
The only thing that does make a difference is the number of threads and the posts tied to them. Thats why this stuff will get nerfed. Thats part of the 'data' someone referenced.
I think I'm well aware of this someone you speak of. It seems to be if you want something nerfed into the ground, just spam the forums repeatedly about it and await the nerfbat.
We all know ZOS doesn't tend to be very...gentle in their balancing..and I figured we've learned from that. If RD needs to be looked at, no worries, I wish we could have some reasonable dialogue and 'data' from both sides of the fence.
This is why we can't have nice things!
what would be your suggestion for RD ? this is a genuine question not a bait. if judging by your statement just now RD did come under the scope and was tweaked, hypothetically lets say you had the power to change it.... what would you change or adjust?
again just to reiterate, i am being genuine and open to your comments.
Sugaroverdose wrote: »If it touches players who prefer to play magplar there's no differenceSugaroverdose wrote: »Why it shouldn't? They applied aoe-caps saying that this is PvE requirement, but it completely [snip] up small scale and overall pvp making ball groups more powerful from game mechanics perspective. Making PvE a little harder isn't big deal.Ron_Burgundy_79 wrote: »Sugaroverdose wrote: »To make it more useless for solo and small scale?I think magplars are fine. Jesus beam gives too much power to zerglings. I would say lower or remove the first tick.
1. For each additional beam on target, execute bonus reduced for 100%, so if you have 4 beams on ya they tick without execute bonus
2. Cast distance reduced to 22m
3. To compensate changes reduce magicka cost by 20% on Oppression morph and increase healing to 30% damage done for Glory morph
Here's the deal. As a templar, I don't want anything done to it that will harm PVE. Our PVE DPS leaves a lot to be desired anyways. Should ZOS determine that radiant isn't functioning as intended, then I hope they remove it from our skill lines and completely rework the class. Every other skill would need buffed, and a new class execute would need added.
At least aoe caps affects all classes.
Ron_Burgundy_79 wrote: »Sugaroverdose wrote: »If it touches players who prefer to play magplar there's no differenceSugaroverdose wrote: »Why it shouldn't? They applied aoe-caps saying that this is PvE requirement, but it completely [snip] up small scale and overall pvp making ball groups more powerful from game mechanics perspective. Making PvE a little harder isn't big deal.Ron_Burgundy_79 wrote: »Sugaroverdose wrote: »To make it more useless for solo and small scale?I think magplars are fine. Jesus beam gives too much power to zerglings. I would say lower or remove the first tick.
1. For each additional beam on target, execute bonus reduced for 100%, so if you have 4 beams on ya they tick without execute bonus
2. Cast distance reduced to 22m
3. To compensate changes reduce magicka cost by 20% on Oppression morph and increase healing to 30% damage done for Glory morph
Here's the deal. As a templar, I don't want anything done to it that will harm PVE. Our PVE DPS leaves a lot to be desired anyways. Should ZOS determine that radiant isn't functioning as intended, then I hope they remove it from our skill lines and completely rework the class. Every other skill would need buffed, and a new class execute would need added.
At least aoe caps affects all classes.
Except, it's not. It doesn't affect the other 7 class variations (not including hybrids). AOE caps suck, but they affect everyone.
I feel like this is a trap. If I tell you my honest thoughts, and you don't like it, I will be forever deemed a RD SPAMMER ZERG NOOB!!!! by you. Of all the comments I've ever seen from you, this is the only one I've ever read that seemed mature which is out of character.
Not taking this bait. I'm sorry.
Sugaroverdose wrote: »To make it more useless for solo and small scale?I think magplars are fine. Jesus beam gives too much power to zerglings. I would say lower or remove the first tick.
1. For each additional beam on target, execute bonus reduced for 100%, so if you have 4 beams on ya they tick without execute bonus
2. Cast distance reduced to 22m
3. To compensate changes reduce magicka cost by 20% on Oppression morph and increase healing to 30% damage done for Glory morph
Also, as I've said a long time ago during the 1.6 era, armor trees should have been designed to tank one type of damage. Just like in any single player The Elder Scrolls game. Light armor was used to mitigate magic damage and Heavy/Medium Armor was used to mitigate physical damage. This way, we don't create juggernaut who can tank absolutely everything.
Oh wait.. that would require 2 tanks in pve. nvm