Joy_Division wrote: »Ten years later templars still low tier and people still begging for nerfs.
Some things never change.
Joy_Division wrote: »Ten years later templars still low tier and people still begging for nerfs.
Some things never change.
Necro says hi. It's one thing when the nerf happens for silly reasons, and another when a really imbalanced skill is not touched
Joy_Division wrote: »Ten years later templars still low tier and people still begging for nerfs.
Some things never change.
Necro says hi. It's one thing when the nerf happens for silly reasons, and another when a really imbalanced skill is not touched
Stamplar says welcome to the club, you new here?
The entire reason the skill is imbalanced is that in U35, for whatever reason ZoS decided to stip 96% of the power from the rest of the class tool kit (including over 60% from jabs) and slap it onto Beam
the solution is simple, undo that change annnd
1: Stamplar gets back its idenity as the "Juicy damage at the cost of everything else" playstyle
2: People stop grumbling about getting sniped via beam (tbh it's the only thing templar has damage wise anymore)
3: we can move onto other issues, like the fact that templar lacks damage output due to burst skills not working right (i refuse to beleive 5K crits in pvp for 6 seconds of work is intentional) and thus is just a heal-bot lump of refusing to die
4: we can then address necromancer being a clunky mess of what is basically cast time skills when instead it should be a pet summon based class
Joy_Division wrote: »Ten years later templars still low tier and people still begging for nerfs.
Some things never change.
Necro says hi. It's one thing when the nerf happens for silly reasons, and another when a really imbalanced skill is not touched
Stamplar says welcome to the club, you new here?
The entire reason the skill is imbalanced is that in U35, for whatever reason ZoS decided to stip 96% of the power from the rest of the class tool kit (including over 60% from jabs) and slap it onto Beam
the solution is simple, undo that change annnd
1: Stamplar gets back its idenity as the "Juicy damage at the cost of everything else" playstyle
2: People stop grumbling about getting sniped via beam (tbh it's the only thing templar has damage wise anymore)
3: we can move onto other issues, like the fact that templar lacks damage output due to burst skills not working right (i refuse to beleive 5K crits in pvp for 6 seconds of work is intentional) and thus is just a heal-bot lump of refusing to die
4: we can then address necromancer being a clunky mess of what is basically cast time skills when instead it should be a pet summon based class
The fact that this skillet isn't balanced remains a fact, I don't care what they do with this class, but the skillet is worth balancing. I'm not talking about reducing damage, I'm talking about reducing radius. The whole point of the resentment is that this skill works on a large radius and you can't dodge it, just like you can't dodge an ulta from a bow. Reducing the radius will only affect those who stand back and use this skill only in the hope that it will kill someone.
Templar has more playability even in the current meta and “balance” than necro, how many templars or necros will you encounter in cyro/bg/ic and how many times will you complete the “kill necros” or “kill plars” quests?
Joy_Division wrote: »Ten years later templars still low tier and people still begging for nerfs.
Some things never change.
Necro says hi. It's one thing when the nerf happens for silly reasons, and another when a really imbalanced skill is not touched
Stamplar says welcome to the club, you new here?
The entire reason the skill is imbalanced is that in U35, for whatever reason ZoS decided to stip 96% of the power from the rest of the class tool kit (including over 60% from jabs) and slap it onto Beam
the solution is simple, undo that change annnd
1: Stamplar gets back its idenity as the "Juicy damage at the cost of everything else" playstyle
2: People stop grumbling about getting sniped via beam (tbh it's the only thing templar has damage wise anymore)
3: we can move onto other issues, like the fact that templar lacks damage output due to burst skills not working right (i refuse to beleive 5K crits in pvp for 6 seconds of work is intentional) and thus is just a heal-bot lump of refusing to die
4: we can then address necromancer being a clunky mess of what is basically cast time skills when instead it should be a pet summon based class
The fact that this skillet isn't balanced remains a fact, I don't care what they do with this class, but the skillet is worth balancing. I'm not talking about reducing damage, I'm talking about reducing radius. The whole point of the resentment is that this skill works on a large radius and you can't dodge it, just like you can't dodge an ulta from a bow. Reducing the radius will only affect those who stand back and use this skill only in the hope that it will kill someone.
Templar has more playability even in the current meta and “balance” than necro, how many templars or necros will you encounter in cyro/bg/ic and how many times will you complete the “kill necros” or “kill plars” quests?
I'm saying leave the range as is and reduce the damage to allow for some of the power budget to be allocated somewhere else within the tool kit.
Also calling templar "playable" is like calling necro "smooth", sure you can "play" templar...by sitting there doing negative levels of DPS and being an unkillable blob, which is not only extremely ineffective but also really, really boring.
As for your question, this week
8 kill necro (via kill stealing)
2 kill templar (healing blob)
But i encountered roughly the same amount of each...more or less, which was very very few.
Joy_Division wrote: »Ten years later templars still low tier and people still begging for nerfs.
Some things never change.
Necro says hi. It's one thing when the nerf happens for silly reasons, and another when a really imbalanced skill is not touched
Stamplar says welcome to the club, you new here?
The entire reason the skill is imbalanced is that in U35, for whatever reason ZoS decided to stip 96% of the power from the rest of the class tool kit (including over 60% from jabs) and slap it onto Beam
the solution is simple, undo that change annnd
1: Stamplar gets back its idenity as the "Juicy damage at the cost of everything else" playstyle
2: People stop grumbling about getting sniped via beam (tbh it's the only thing templar has damage wise anymore)
3: we can move onto other issues, like the fact that templar lacks damage output due to burst skills not working right (i refuse to beleive 5K crits in pvp for 6 seconds of work is intentional) and thus is just a heal-bot lump of refusing to die
4: we can then address necromancer being a clunky mess of what is basically cast time skills when instead it should be a pet summon based class
The fact that this skillet isn't balanced remains a fact, I don't care what they do with this class, but the skillet is worth balancing. I'm not talking about reducing damage, I'm talking about reducing radius. The whole point of the resentment is that this skill works on a large radius and you can't dodge it, just like you can't dodge an ulta from a bow. Reducing the radius will only affect those who stand back and use this skill only in the hope that it will kill someone.
Templar has more playability even in the current meta and “balance” than necro, how many templars or necros will you encounter in cyro/bg/ic and how many times will you complete the “kill necros” or “kill plars” quests?
I'm saying leave the range as is and reduce the damage to allow for some of the power budget to be allocated somewhere else within the tool kit.
Also calling templar "playable" is like calling necro "smooth", sure you can "play" templar...by sitting there doing negative levels of DPS and being an unkillable blob, which is not only extremely ineffective but also really, really boring.
As for your question, this week
8 kill necro (via kill stealing)
2 kill templar (healing blob)
But i encountered roughly the same amount of each...more or less, which was very very few.
Joy_Division wrote: »Ten years later templars still low tier and people still begging for nerfs.
Some things never change.
Necro says hi. It's one thing when the nerf happens for silly reasons, and another when a really imbalanced skill is not touched
Stamplar says welcome to the club, you new here?
The entire reason the skill is imbalanced is that in U35, for whatever reason ZoS decided to stip 96% of the power from the rest of the class tool kit (including over 60% from jabs) and slap it onto Beam
the solution is simple, undo that change annnd
1: Stamplar gets back its idenity as the "Juicy damage at the cost of everything else" playstyle
2: People stop grumbling about getting sniped via beam (tbh it's the only thing templar has damage wise anymore)
3: we can move onto other issues, like the fact that templar lacks damage output due to burst skills not working right (i refuse to beleive 5K crits in pvp for 6 seconds of work is intentional) and thus is just a heal-bot lump of refusing to die
4: we can then address necromancer being a clunky mess of what is basically cast time skills when instead it should be a pet summon based class
The fact that this skillet isn't balanced remains a fact, I don't care what they do with this class, but the skillet is worth balancing. I'm not talking about reducing damage, I'm talking about reducing radius. The whole point of the resentment is that this skill works on a large radius and you can't dodge it, just like you can't dodge an ulta from a bow. Reducing the radius will only affect those who stand back and use this skill only in the hope that it will kill someone.
Templar has more playability even in the current meta and “balance” than necro, how many templars or necros will you encounter in cyro/bg/ic and how many times will you complete the “kill necros” or “kill plars” quests?
I'm saying leave the range as is and reduce the damage to allow for some of the power budget to be allocated somewhere else within the tool kit.
Also calling templar "playable" is like calling necro "smooth", sure you can "play" templar...by sitting there doing negative levels of DPS and being an unkillable blob, which is not only extremely ineffective but also really, really boring.
As for your question, this week
8 kill necro (via kill stealing)
2 kill templar (healing blob)
But i encountered roughly the same amount of each...more or less, which was very very few.
Anything to balance this unbalanced skill.
But there's no denying that there are 2x if not 3 times more plars than necros. In my experience, I'll tell you that a “kill plars” quest is much easier to complete than a “kill necro” quest, which may not be completed in 2-3 nights.
Necro has such a state right now that it's unclear what ZOS want to make of it, considering the last major nerf was skeleton jumper and making it an unnecessary even in pve.
And the fact that plar is boring to play is another topic, boring is not boring but playability is still more than necro, you can just see it even with your eyes closed if you play pvp often.
Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.
BXR_Lonestar wrote: »Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.
Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.
BXR_Lonestar wrote: »Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.
Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.
which is ironic given that beam is MAGPLAR
BXR_Lonestar wrote: »Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.
Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.
which is ironic given that beam is MAGPLAR
with hybridization, there is no old notion of stam or mana for most classes, so this argument doesn't make sense
BXR_Lonestar wrote: »Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.
Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.
which is ironic given that beam is MAGPLAR
with hybridization, there is no old notion of stam or mana for most classes, so this argument doesn't make sense
We have Hybrid scaling, not building, if we went with actual Hybrid builds our damage output would be comically bad due to being spread far too thin...but that's besides the pointm, and due to the fact that beam costs mag, you can't spam it on a stam build, but you can on a mag build, thus it's a magplar skill.
(also for the record, in pvp Magplar isn't strong, sure they are hard to kill but outside of sniping kills via beam their damage can mostly be shrugged off provided you are not doing something silly like trying to fight a dozen people at once)
BXR_Lonestar wrote: »Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.
Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.
which is ironic given that beam is MAGPLAR
with hybridization, there is no old notion of stam or mana for most classes, so this argument doesn't make sense
We have Hybrid scaling, not building, if we went with actual Hybrid builds our damage output would be comically bad due to being spread far too thin...but that's besides the pointm, and due to the fact that beam costs mag, you can't spam it on a stam build, but you can on a mag build, thus it's a magplar skill.
(also for the record, in pvp Magplar isn't strong, sure they are hard to kill but outside of sniping kills via beam their damage can mostly be shrugged off provided you are not doing something silly like trying to fight a dozen people at once)
This does not cancel the fact that because of the hybridization is no longer a concept of stam and mage as before, with this silly to argue, because if you were a mana, you used only skills for mana, and now use what is more damaging and more useful.
The essence remains the same: skill should be corrected, either reduce the radius to 10-15 meters leaving the damage that he now has, or leave the radius but reduce the damage by almost 50%.
There is no point in continuing the dialog, if you want to discuss plar class or hybridization in general, you can open a new thread on the forum
BXR_Lonestar wrote: »Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.
Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.
BXR_Lonestar wrote: »Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.
Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.
Frankly, Magplar isn't "Strong", just the execute. Melee Stamplar and Melee Magplar essentially used the same toolsets just with their aforementioned resource split (Stamina for Stamplar, Magicka for Magplar). Both versions are crippled by the adjustments to Burning Light/Jabs/Sweeps/Power of the Light/Purifying Light.
Magplar had and still has access to the healing side of Templar that Stamplar, before hybridization, got no real use out of; however both versions of Templar deal horrible damage outside of the Magicka cost based skill "Radiant Destruction", which is an execute.
Templar's kit has been brow-beaten down to only offer Radiant Destruction for their damage at this point. All of the above is of course in relation to PvP, although I believe Radiant Destruction makes up the majority of their damage in PvE as well. I agree with @notyuu that their power budget needs to be reallocated as it's all on one skill now.
BXR_Lonestar wrote: »Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.
Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.
Frankly, Magplar isn't "Strong", just the execute. Melee Stamplar and Melee Magplar essentially used the same toolsets just with their aforementioned resource split (Stamina for Stamplar, Magicka for Magplar). Both versions are crippled by the adjustments to Burning Light/Jabs/Sweeps/Power of the Light/Purifying Light.
Magplar had and still has access to the healing side of Templar that Stamplar, before hybridization, got no real use out of; however both versions of Templar deal horrible damage outside of the Magicka cost based skill "Radiant Destruction", which is an execute.
Templar's kit has been brow-beaten down to only offer Radiant Destruction for their damage at this point. All of the above is of course in relation to PvP, although I believe Radiant Destruction makes up the majority of their damage in PvE as well. I agree with @notyuu that their power budget needs to be reallocated as it's all on one skill now.
I refer to ranged staff wielding templar as magplar these days, and that build is quite strong these days.
Aurora javelin hits like a truck and it's an undodgeable cc in one. Radiant is much more effective at max range where you like wont get bashed right away.
TechMaybeHic wrote: »BXR_Lonestar wrote: »Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.
Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.
Frankly, Magplar isn't "Strong", just the execute. Melee Stamplar and Melee Magplar essentially used the same toolsets just with their aforementioned resource split (Stamina for Stamplar, Magicka for Magplar). Both versions are crippled by the adjustments to Burning Light/Jabs/Sweeps/Power of the Light/Purifying Light.
Magplar had and still has access to the healing side of Templar that Stamplar, before hybridization, got no real use out of; however both versions of Templar deal horrible damage outside of the Magicka cost based skill "Radiant Destruction", which is an execute.
Templar's kit has been brow-beaten down to only offer Radiant Destruction for their damage at this point. All of the above is of course in relation to PvP, although I believe Radiant Destruction makes up the majority of their damage in PvE as well. I agree with @notyuu that their power budget needs to be reallocated as it's all on one skill now.
I refer to ranged staff wielding templar as magplar these days, and that build is quite strong these days.
Aurora javelin hits like a truck and it's an undodgeable cc in one. Radiant is much more effective at max range where you like wont get bashed right away.
Javelin is dodgeable
Joy_Division wrote: »BXR_Lonestar wrote: »Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.
Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.
which is ironic given that beam is MAGPLAR
with hybridization, there is no old notion of stam or mana for most classes, so this argument doesn't make sense
We have Hybrid scaling, not building, if we went with actual Hybrid builds our damage output would be comically bad due to being spread far too thin...but that's besides the pointm, and due to the fact that beam costs mag, you can't spam it on a stam build, but you can on a mag build, thus it's a magplar skill.
(also for the record, in pvp Magplar isn't strong, sure they are hard to kill but outside of sniping kills via beam their damage can mostly be shrugged off provided you are not doing something silly like trying to fight a dozen people at once)
This does not cancel the fact that because of the hybridization is no longer a concept of stam and mage as before, with this silly to argue, because if you were a mana, you used only skills for mana, and now use what is more damaging and more useful.
The essence remains the same: skill should be corrected, either reduce the radius to 10-15 meters leaving the damage that he now has, or leave the radius but reduce the damage by almost 50%.
There is no point in continuing the dialog, if you want to discuss plar class or hybridization in general, you can open a new thread on the forum
50%?!? We had these discussions years ago and those of us who have been around that long have figured this out.
Some years ago, ZOS did reduce the damage of Radiant by about 20%, way less than your proposal, and it resulted in the skill being so bad that many templars stopped using it. Observe how people with just a sliver of their health bars had no problem surviving a skill they couldn't dodge:
https://www.youtube.com/watch?v=mYhctNG9FNE
BXR_Lonestar wrote: »Radiant Destruction should be nerfed, namely to reduce the radius of action from 28 meters, to 10-15 meters, at the moment it is too imbalanced skill. Such a strong skillet shouldn't work at such a long range.
Nah. As far as I can tell, its pretty much the only thing going for Stamplars (not magplars - I know they're strong) in PVP. They can nerf it when they take a second look at fixing the stam-specs for the Templar.
which is ironic given that beam is MAGPLAR
Radiant Destruction is overpowered, and that's perfect. Every class must have those iconic, overpowered skills; because that creates idenity and impact. I would rather have a class system where some skills stand out like a needle, rather than one where all class skills are streamlined to death, just with different looks.