Contrary to popular belief, empower doesn't work on DoTs or channelsThe high damage ticks only happen when the receiving end is *very* low hp, meaning there is no real difference if the hit was 5k or 20k.
If you start channeling on a person below 50%, lets say that's 13k hp, ticks usually go like 4k, 6k and then boom whatever insane amount. The guy may see huge numbers in his death recap.
If a person is not blocking, 1 darkflare into jesus beam usually does it. This is what was in 1.6 also.
I like it ~
SemiD4rkness wrote: »
Joy_Division wrote: »No it doesn't. It only ticked that high because your opponent had less than 2% health.
Look at your video.
After your last biting jabs hit, Crypta had 9837 health.
Then your prox det exploded.
For 9391 damage.
Which meant Crypta had 446 health. 446 out of 24000. That's 1.8%.
You never liked this skill and always claimed it was OP before ZoS bugged it out. This video is confirmation bias. This is not a fair representation of what it does when fights are in the balance. Youare selectively picking the absolute best possible circumstance and equating it as a common standard.
Edit: See others have pointed this out. Didn't mean to pile on but I do wish people would in general be more cognizant of mitigating factors in the videos/screenshots they post when they ask ZoS to nerf something.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Contrary to popular belief, empower doesn't work on DoTs or channelsThe high damage ticks only happen when the receiving end is *very* low hp, meaning there is no real difference if the hit was 5k or 20k.
If you start channeling on a person below 50%, lets say that's 13k hp, ticks usually go like 4k, 6k and then boom whatever insane amount. The guy may see huge numbers in his death recap.
If a person is not blocking, 1 darkflare into jesus beam usually does it. This is what was in 1.6 also.
I like it ~
problem is easily soelved - change the dmg displayed(death recap, flyingtextsa) to the dmg actually done. and the thread turns into a buff RD because it does laughable dmg
SemiD4rkness wrote: »
So since I dont have a veteran templar character I shouldnt air my opinions on a forum? Good job. Rly.
haha this thread. 27k wb's? screenshots please? and was it this patch or last patch? because last patch is gone just an fyi
and radiant, like any execute, SHOULD hit 17k for targets at very low health. But the fact that it does SO much damage even at 100% HP (Blab was ticking me for 6k-7k crits from full HP). The damage does need to be toned down in some sort of way, but still making it a viable execute. If it's going to be undodgable make the damage lower. I do realize the damage was nerfed in the past before, but that clearly was not enough.
cazlonb16_ESO wrote: »Well, this is exactly the scenario quite a few Templar players on the PTS were predicting, although I personally expected Dark Flare to be first in line for the nerf calls.
Magicka Templar damage in ideal conditions was perfectly sufficient and didn't need any buffs. The issue is the narrowness of these conditions. Basically you need all of:
1. low lag environment because of everything being channels and casts
2. no disruptions because crappy CC, no mobility and mostly reactive rather than proactive defenses
3. no reflect on the target
4. target distracted or you'll never land a Dark Flare
Magicka Templars are now artillery batteries rather helpless without divisions of tanks and infantry around them ( ok, maybe not Baba ), while those tanks and infantry would do just peachy without artillery support anyway.
And we all know how ZOS will go about "fixing" this...