Of the good templars that somehow agree with Jules, do ANY of you let your RD go full duration if you cast it on a high health player - whether because of a laggy weapon swap or them popping shields and healing up?
Go ahead, answer that question, and then come back and talk about how OP the damage is at high health.
A lot of bad templars dont ani-cancel and use radiant at 100%.
That's not really the point. Bad templars gonna bad templar. If the damage is SO OP at high health though, wouldn't blab and asgari be using it in those situations? Or, are they like the other realistic templars, curse, and manually cancel their RD when it goes off on high health targets.
ZOS has agreed it's NOT OP.
Enraged_Tiki_Torch wrote: »Don't worry the fan bois will still run tri-stat pots
dodgehopper_ESO wrote: »Enraged_Tiki_Torch wrote: »Don't worry the fan bois will still run tri-stat pots
Templars use Tripots in pvp? Really? That's news to me. As an aside 'bois' means wood in french. There are no wooden fans here, or fans in the woods. (This is meant to be silly, please don't explain your meaning).
phillyboy7897 wrote: »It is 500% harder to prove a negative, and we're not willing to do that. The burden should rest on those taking issue with something being OP.
Instead this will happen to any threads whining about templar dmg without sufficient evidence.
phillyboy7897 wrote: »Well yea dude if we're going for like propaganda sure send out a noob to hit a DK lol
phillyboy7897 wrote: »To actually prove its not OP you'd have to test in like all kinds of situations vs. all kinds of builds, probably even present it in lagged out situations b/c that is a legitimate concern for balance due to this game lagging out so much.
It all sounds really boring and tedious.
Joy_Division wrote: »Jules -
A templar will do 50% more damage using Dark Flare or Puncturing Sweeps than they will with RD. Not just that. If I am using Sweeps, it's an AoE, I am getting healed, you are getting snared, it is not getting interrupted. If I am using Flare, you are getting heal debuffed, my next attack is getting empowered, it's perhaps the hardest hitting skill in the game delivered all at once. A Templar who using RD when their opponent is over 50% health is either a moron, a poor player, an inexperienced player, or just looking to vulture a kill against another player getting zerged down who was going to die anyway.
I have been using this skill for a year and have had it used against me. I know when to use it and what to do if used against me. I will tell you if a templar uses this skill against a competent opponent above 35% who is not CCed or has their health dropping like a rock due to damage from other players, it is a poor choice to make.
As for why RD does "so much damage" to you at high health, that's because you are just standing there AFK with mediocre spell resist against a seasoned player who has tailored his build to maximize magic damage. It's Cyrodiil. Look at your own build. Are you kidding me? 46K magica, 3.6K spell damage, 4.2K regen. The fact of the matter is if anyone half-competent uses just about any skill against an AFK player, they will melt. Except pretty much instant-cast executes. Which you unfairly used as a comparison. How is this so hard to figure out? We still have 25K health just like the beginning of 1.6, the resistance cap and mechanics are still the same with respect to magic mitigation, yet damage has climbed through the roof.
If you are going to claim that a spell that does 50% less damage while placing the caster in a vulnerable position than alternatives that have very desirable complementary effects is over-performing, I am going to resoundingly disagree with you. Every time. And be confident that I am more than justified in taking a position that is objective and not clouded by class bias or personal agenda.
To me, the proof is not is misleading screenshots, edited videos, or even good/unbiased theorycrafting on paper. It is how experienced and good templars actually use this skill in competitive situations. There are times I actually stop using this skill via canceling and move onto a more suitable option because the spell is a poor choice to use against opponents over 50% health. Maybe people think I'm zerg-baddie and don't met that standard. Whatever. Most of the templars that people consider "good" use the spell in a similar manner that I do. For a year templars have been desperately trying to Jesus Beam me to sneak in a killing blow regardless of what my health is. Way way way more often then not, they fail and I am grateful they chose to use a skill you claim is over-performing rather than more sound options appropriate for the situation.
First & foremost,
Joy, I respect you greatly as a player and as a person. I always have and always will despite us disagreeing on this subject.
Your points about dark flare and puncturing sweeps are accurate and I agree. I think that dark flare at this time hits incredibly hard and is a health debuff which makes for a great skill. More dps than RD for sure, and more appropriate for most dps situations. Also deadly in a dark flare > toppling charge > jabs combo.Joy_Division wrote: »A Templar who using RD when their opponent is over 50% health is either a moron, a poor player, an inexperienced player, or just looking to vulture a kill against another player getting zerged down who was going to die anyway.
As for this, I think this is also incredibly true. However I think you minimize the amount that this happens in Cyrodiil and why its happening in Cyrodiil. This skill is all too often used as a DPS ability and is incredibly hard to counter in outnumbered situations where the templar is at max range and others are also likely beating on you. While I can bash, interrupt, ect this skill, I cannot dodge it or evade it well. You say the templar is in a vulnerable position and then go on further to say that you can cancel it and move on to a more suitable option easily. It isn't difficult to simply block and cancel the RD and heal or retreat or apply pressure through other means.
In order to stop you from RD'ing me, I need to either run a ranged interrupt or be able to get up on top of the person if they are spamming it on me. Magicka users have higher max magicka than ever before, and this ability scales off of the low health of the opponent as well as the percentage of magicka the templar has. I think that even if the execute function it has was increased and the base damage no longer scaled off of max magicka currently on player, the skill would be balanced. I think that if it stayed as is and with either a reduction in range or a dodgeable function, it would be balanced.
The point is not to strip the templar of a viable execute skill at all. Simply to bring it more in line with other executes which do not scale in the same way this does.
Sugaroverdose wrote: »Ehm, why? Someone removed crushing shock and poison injection with TG patch?https://www.youtube.com/watch?v=em46ajNfuTU
To put it into perspective:
Executioner: 11 hits from full health
Killers Blade: 11 hits from full health
Endless Fury: 14 hits from full health
Radiant Destruction: 6 ticks from full health.
It scales differently. Jbeam has 2 execute mechanics. The lower health the more damage, and the more magicka the user has the more damage.
Were all of those buffed with Weap/Spelldmg buff or only the RD one? Also...RD is interruptable, others are not.
Interruptable basicly only in melee. All other executes are blockable and dodgeable.
(I say basicly because in a large scale battle, goodluck trying to hit someone with a range interrupt)
dodgehopper_ESO wrote: »Enraged_Tiki_Torch wrote: »Don't worry the fan bois will still run tri-stat pots
Templars use Tripots in pvp? Really? That's news to me. As an aside 'bois' means wood in french. There are no wooden fans here, or fans in the woods. (This is meant to be silly, please don't explain your meaning).
Enraged_Tiki_Torch wrote: »
Agreed. And if they are going to touch this skill they should at least do a little extra work to give us a skill we need to satisfy ZOS's intent for templars or providing mobility.
Till then there's other skills/issues to fix.
Step 1: Throw some Blessed Thistle, Columbine, and Namira's Rot into a pot, stir it up and see what you get.
Step 2: Stop complaining to ZoS about having no mobility.
Step 3: Say thanks, they are always appreciated.
dodgehopper_ESO wrote: »hammayolettuce wrote: »Radiant is 100x better than mages fury or impale or executioner. The skill needs to not scale the way it does or go back to being dodgable. There is no reason an execute does so much dmg at 100% health and then scales 2x or more as much dmg in execute range than the other executes.
In pvp all i see on my death log at a minimum is radiant every time. Its hilarious watching templars defend radiant just like they did in 1.6 when it was doing the exact same overpowered broken bs.
*
You are in dreamland. I would expect 99.9999% of Templar magicka builds (Which I'm not currently one of unless you count a level 15 bwb character) would PREFER to have RD be an instant cast execute like every other class gets. Your problem is that you don't know how good you have it as a non Templar. If it is so awesome, go level a Templar up and show us how great your skills are. I highly doubt that the FOTM crowd are abandoning their NB's and Sorcs to go play a Magplar. Lets get real here.https://www.youtube.com/watch?v=kqo-T9csmiI
Wtb purifying ritual with projectile purge...
Those are great pots. Shame your post was toxic.
phillyboy7897 wrote: »Tiki will go rounds with you for 5 hours he does not care at all.
phillyboy7897 wrote: »1v1 isn't balancing in this game. It's not street fighter.
Templar is a great 1vX class on ps4 live IMO, probably the best... does that mean it is OP?
Never been in such situation. Hard targeting is not available on consoles but i am and couple of thousands other people still can play.Sugaroverdose wrote: »Ehm, why? Someone removed crushing shock and poison injection with TG patch?https://www.youtube.com/watch?v=em46ajNfuTU
To put it into perspective:
Executioner: 11 hits from full health
Killers Blade: 11 hits from full health
Endless Fury: 14 hits from full health
Radiant Destruction: 6 ticks from full health.
It scales differently. Jbeam has 2 execute mechanics. The lower health the more damage, and the more magicka the user has the more damage.
Were all of those buffed with Weap/Spelldmg buff or only the RD one? Also...RD is interruptable, others are not.
Interruptable basicly only in melee. All other executes are blockable and dodgeable.
(I say basicly because in a large scale battle, goodluck trying to hit someone with a range interrupt)
Did you even read what you quoted? @Sugaroverdose , have you tried hitting the templar beaming you in a keep fight while there are 10+ of his alliance flying about him? You can try but there is a 5%(ish) chance of actually hitting him since they nerfed hardtargeting to basicly uselesness.
ZOS has agreed it's NOT OP.
This is your argument? I suggest you think that one through a little bit longer.
Regardless, I replied several times earlier in the thread. Its easy to poke holes in someone who takes a chance and puts an argument out there, including a video. Where is video detailing that its not OP? Are you going to hold yourself to the same standard of evidence that you have asked of @Jules? To cover all possible test scenarios, ensuring fair/similar gear, and appropriate scenarios?
So what exactly is making it "op" now?
Not being able to dodge and being able to increase damage via elemental and thaumatuge?
ZOS has agreed it's NOT OP.
This is your argument? I suggest you think that one through a little bit longer.
Regardless, I replied several times earlier in the thread. Its easy to poke holes in someone who takes a chance and puts an argument out there, including a video. Where is video detailing that its not OP? Are you going to hold yourself to the same standard of evidence that you have asked of @Jules? To cover all possible test scenarios, ensuring fair/similar gear, and appropriate scenarios?
You are aware of how a debate works yes? The person making the claim is responsible for proving said claim. Those arguing against it have no responsibility to prove the negative as it wasn't their argument in the first place. It's ALWAYS the responsibility of the one making the argument to prove said argument.
The only thing Jules accomplished is to show a clear bias against this skill in multiple threads. I mean, Jules kept posting the video EVERYWHERE even after everyone pointed out it was a VERY bias video which proved almost nothing, even after we posted over a dozen counters to the skill etc. Jules admitted it was bias yet kept throwing up as evidence. This is your standard of proof? Make a bias video and keep spamming it until people accept it?
Also my "argument" wasn't "ZOS thinks it's not op". That was just 1 tiny part of my post. You read that post right? You would know that if you did.
Gruffleton wrote: »Wouldn't hurt PvE if they made it possible to dodge the ticks at the very least. Not cut the whole beam off, but simply dodge the tick(s) through dodge roll.
That's how it was last patch and it was not intended. That would be reverting it back to absolute crap. At least last patch Templars could risk using Toppling Charge against perma-rollers, but not anymore. Radiant is a channel that locks the caster in a snared, defenseless state, and last patch was absolutely brutal if you used it too soon.
That being said, this endless complaining is starting to hurt. The only acceptable change to this ability would be to reduce the execute window from 50% to 30% and no less.
If you are run down in a 3v1 where 2 templars are spamming radiant and a nb is spamming ambush, get over it. If you don't know how to counter radiant in a 1v1, get over it. If you have no idea what an "interrupt" is (which stuns casters and leaves them vulnerable, btw), then please don't complain about having zero counters to this skill. The biggest problem with this ability is allowing small groups of players to run down 1 or 2 players while someone in the back of the group spams radiant on them. You are not allowed to say you are defenseless, nor are you allowed to call a foul when you die outnumbered with a 15k radiant death recap.
I would be more than happy to give up this skill for some solid defense, like Blinding Flashes. I'll either slot radiant or proxy det depending on certain situations, and I can live without radiant as long as I have a good combo like Dark Flare, Toppling Charge (when it's functional), proxy and maybe a dawnbreaker. I absolutely hate channels, and Templars have too many of them, and I would much rather see radiant replaced with Blinding Flashes or a solid buff to Templar defenses rather than having another ability returned to a useless, nerfed into oblivion state. If this ability gets nerfed, that will kill pve players who rely on a solid, ranged execute. I'm not going to lie, I've had 40k ticks against dungeon bosses under 5% health, so it's a very powerful execute, in fact it's probably the strongest execute in the game right now, but I'm never going to advocate for more nerfs when there are so many readily available counters to this skill.
However, I sincerely doubt any changes will happen, as ZOS has already stated they aren't planning on changing anything. This falls in line with all of their other changes from the most current patch by nerfing defensive abilities and buffing damage. Every single piece of content in this game has devolved into a dps race. It is no longer a resource battle, it is always who can burst down who quicker. Maybe this is one of ZOS' band-aid solutions to make fights end quickly to prevent the onslaught of intolerable lag in pvp? Just a guess, but it's not far off from their reputation towards balancing.
What is going to change is the meta of stam builds, at least until the next DLC. S/B will become more prominent with the damage mitigation as opposed to roll dodging. Using radiant on a sorc still isn't an option, but giving magplars an advantage against stamblades and stam DKs will be a nice dynamic in the new meta.