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The inability to dodge Radiant Destruction is too extreme

  • Egonieser
    Egonieser
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    GTFO of my House you heretics!!!
    Sometimes, I dream about...cheese...

    Dermont - v16 Pompous Altmer Sorcerer (With a very arrogant face!)
    Egonieser - v16 Nord Stamina Dragonborn Wannabe
    Endoly - v16 Tiny Redguard Sharpened MaceBlade
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    Egowen - v16 Dunmer Whipping Expert (Riding crops eluded her)
    (Yes, I had to grind all these to v16)
    Akamanakh - lvl 22 Khajiit GankBlade (Inspired by Top Cat)
    Targos Icewind - lvl 34 Imperial (Future) Jabplar
    (CP 830+)

    PC - EU
  • myrrrorb14_ESO
    myrrrorb14_ESO
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    @Hymzir. Nice post. Very well written. I run my Templar a lot too and find other Templar not that bad to deal with for precisely the reasons you pointed out. It is a shame so many call for nerfs without trying to figure out counters to their problems. I guess it's easier to cry nerf than to plan or improve your game style.
  • Rikumaru
    Rikumaru
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    I want my execute to be undodgeable too pls.
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • Nightenhowl
    Nightenhowl
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    I think everyone will be happy if ZOS renames it Jesus Beam.
  • Refuse2GrowUp
    Refuse2GrowUp
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    Let's consider a few things here about the Templars tool box of skills. From this point on I am assuming we're speaking of Magicka Templars only;

    Dark Flare > Dodgable
    Aurora Javelin > Dodgable
    Pucturing Sweeps > Dodgable*
    Toppling Charge > Dodgable
    *Sweeps can be dodged in very specific situations. IE if the person rolling goes behind the Templar

    Templars need RD to be undodgable for the same reason a Nightblade needs cloak. It's our way of finishing off a enemy at long range since we have poor defensive options in 1vX scenarios. We cannot afford to let the target get close enough to engage us at Close Quarters Combat because most of the time we lose.

    As a ranged caster, I do need an ability I know will hit the target and at least punish him. IF he's dying from my RD, but took additional damage from my alliance members being present, it is his fault for engaging a group.

    Magicka Templars have incredible surviveability. A piece or two of heavy armor, some impen on gear, CPs stacked for PvP vice PvE, and a Magplar can out heal almost any dmg you do to them. So your close quarters point is moot.

    As for the 'it's their fault for engaging me in a group comment...AD on PS4 NA is the zerg alliance. You will always be in a group. Nice try lol.

    PS4 NA Server

    CP160 DK Firemage
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    EP Loyalist
  • Takes-No-Prisoner
    Takes-No-Prisoner
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    Magicka Templars have incredible surviveability. A piece or two of heavy armor, some impen on gear, CPs stacked for PvP vice PvE, and a Magplar can out heal almost any dmg you do to them. So your close quarters point is moot.

    For your version perhaps, for me and my solo-playstyle no.
    As for the 'it's their fault for engaging me in a group comment..

    This is a open world PvP. What I said is exactly right. This is not Street Fighter. One cannot assume I am ever alone even outside or inside of keeps. But please keep assuming and being judgmental about how everyone thinks and plays the way you think.
    Edited by Takes-No-Prisoner on March 28, 2016 3:04PM
  • Egonieser
    Egonieser
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    Let's consider a few things here about the Templars tool box of skills. From this point on I am assuming we're speaking of Magicka Templars only;

    Dark Flare > Dodgable
    Aurora Javelin > Dodgable
    Pucturing Sweeps > Dodgable*
    Toppling Charge > Dodgable
    *Sweeps can be dodged in very specific situations. IE if the person rolling goes behind the Templar

    Templars need RD to be undodgable for the same reason a Nightblade needs cloak. It's our way of finishing off a enemy at long range since we have poor defensive options in 1vX scenarios. We cannot afford to let the target get close enough to engage us at Close Quarters Combat because most of the time we lose.

    As a ranged caster, I do need an ability I know will hit the target and at least punish him. IF he's dying from my RD, but took additional damage from my alliance members being present, it is his fault for engaging a group.

    Magicka Templars have incredible surviveability. A piece or two of heavy armor, some impen on gear, CPs stacked for PvP vice PvE, and a Magplar can out heal almost any dmg you do to them. So your close quarters point is moot.

    As for the 'it's their fault for engaging me in a group comment...AD on PS4 NA is the zerg alliance. You will always be in a group. Nice try lol.

    Once templar starts healing himself, he is basically doomed because he spends all of his time keeping himself alive and not dealing any damage at all, to the point of running dry and dying. Unlike shields, which you pop and have time to retaliate before needing to re-apply, and you can still be critted during that time, in many cases - the crits are far higher than the heal done, not to mention - one CC is more than enough to put an end to it. Having a magicka templar myself (in PvP) I know this first hand.
    Yeah I can deal heavy damage if I initiate the first attacks from stealth or range, before enemy gets a chance to react, but if the enemy is even half-skilled - one gapclose and CC done to me and no uberpowered Jesus beam is going to save me and regarding heals, even spamming all my templar house© abilities and even a healing ward in the mix - in melee I can hardly win against a decent PvP player who is anything but a templar himself.

    We need at least ONE decent skill that works and isn't broken, ZoS gives it to us and people QQ like they always do. And guess what? Jesus beam and channel skills used to be undodgable pre-IC, the fact they were dodgabe was a bug, IC update broke them, but then again, I remember the constant crying about it back then in almost every other forum post.

    I would actually be happy if they nerfed Jesus beam for you whiners, BUT FIX THE REST OF THE CLASS IN RETURN! But until they to, I will take Jesus beam for now. Gotta have at least one working, class-defining ability that works, right?
    Edited by Egonieser on March 28, 2016 4:02PM
    Sometimes, I dream about...cheese...

    Dermont - v16 Pompous Altmer Sorcerer (With a very arrogant face!)
    Egonieser - v16 Nord Stamina Dragonborn Wannabe
    Endoly - v16 Tiny Redguard Sharpened MaceBlade
    Egosalina - v16 Breton Cheesus Beam Specialist
    Egowen - v16 Dunmer Whipping Expert (Riding crops eluded her)
    (Yes, I had to grind all these to v16)
    Akamanakh - lvl 22 Khajiit GankBlade (Inspired by Top Cat)
    Targos Icewind - lvl 34 Imperial (Future) Jabplar
    (CP 830+)

    PC - EU
  • darkstar2084
    darkstar2084
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    The Jesus beams strikes back, unfortunate souls are no longer able to play ring around the rosey on the rocks o:)
  • Hjelmerina
    Hjelmerina
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    @Fat_Cat45 ╭∩╮◕ل͜◕)
    Edited by Hjelmerina on March 28, 2016 5:28PM
    PC EU // Guild: Hodor
    ╭∩╮◕ل͜◕)
  • Krist
    Krist
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    Basically we should be upset that we cannot beat a 5 on 1 scenario because someone has a skill we cannot counter when there are 4 others attacking us? Does that about sum it up?

    Funny.
    "Krist the Lionheart? No. Lionheart was my dog" -Krist
    "Darling, if looks were everything, I would be king of the world" -Luke
    "That place, between day and night, that purple color just before dark, that is where you will find me"- Hughe
  • Rikumaru
    Rikumaru
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    Krist wrote: »
    Basically we should be upset that we cannot beat a 5 on 1 scenario because someone has a skill we cannot counter when there are 4 others attacking us? Does that about sum it up?

    Funny.

    Yep that about sums it up. Nothing is more annoying than fighting against 4+ people solo and you have someone spamming jesus beam or roots / snares.
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • Artjuh90
    Artjuh90
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    Destruent wrote: »
    Artjuh90 wrote: »
    i tlked about this with several guild mates. people who cast RD on people with full health with 3 people in a larger group. it's really hard to fight it even when they just execute because if you get attacked by someone else you are dead within 1 second. the problem is RD is one of the few usefull abilty's of a templar. if you nerf RD in any way templars will be even less balanced as the other classes.
    i do agree with RD being bit over the top. but then again what class doesn't have a abilty like that that isn't over the top?

    In this case you could have spammed anything (e.g. surprise attack, jabs, crystal fragment and so on) and it would have killed you...the same in most situations alcast has shown. If you get attacked by a lot of enemys nearly everything will kill you, doesn't raly matter which skill you are spamming.

    SA -> melee caster takes risk and dodgeable
    CF -> easily dodgeable
    JABS -> melee can be avoided by running away because caster doesn't walk won't use sprint and/or mayor expedition.

    so none of these would work like RD does. and i'm talking about fights in general when you fight in groups doesn't even have to be large zerg groups and you have people JUST using RD and being effective it's getting quite annoying. but as i said before templars don't really have mutch else that is as good. and all classes got at least one broken abilty.
  • Destruent
    Destruent
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    Artjuh90 wrote: »
    Destruent wrote: »
    Artjuh90 wrote: »
    i tlked about this with several guild mates. people who cast RD on people with full health with 3 people in a larger group. it's really hard to fight it even when they just execute because if you get attacked by someone else you are dead within 1 second. the problem is RD is one of the few usefull abilty's of a templar. if you nerf RD in any way templars will be even less balanced as the other classes.
    i do agree with RD being bit over the top. but then again what class doesn't have a abilty like that that isn't over the top?

    In this case you could have spammed anything (e.g. surprise attack, jabs, crystal fragment and so on) and it would have killed you...the same in most situations alcast has shown. If you get attacked by a lot of enemys nearly everything will kill you, doesn't raly matter which skill you are spamming.

    SA -> melee caster takes risk and dodgeable
    CF -> easily dodgeable
    JABS -> melee can be avoided by running away because caster doesn't walk won't use sprint and/or mayor expedition.

    so none of these would work like RD does. and i'm talking about fights in general when you fight in groups doesn't even have to be large zerg groups and you have people JUST using RD and being effective it's getting quite annoying. but as i said before templars don't really have mutch else that is as good. and all classes got at least one broken abilty.

    If you have a lot of people beating on you the attacker doesn't take any risk...in a 1v1 ok, but there you shouldn't have any problems with RO. using radiant only is only usefull if someone gets your enemy to low health. Spamming ANY execute would work there too...

    I mean why do you expect to survive an execute when you are outnumbered???
    Noobplar
  • AddictionX
    AddictionX
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    Damn I should of known every counter argument is going to mention WB, go ahead nerf it lol make it useless i hate having to slot it just because i want to be a damage dealer if you think that one skill is really the issue go for it lol it takes abit more know-how to be able to land one, ill still find a way to cc/snare you and drain your stamina....just make RD dodgable again.

    OR

    Make Melee skills undodgable with a stupid range.
    Edited by AddictionX on March 28, 2016 5:19PM
  • Artjuh90
    Artjuh90
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    Destruent wrote: »
    Artjuh90 wrote: »
    Destruent wrote: »
    Artjuh90 wrote: »
    i tlked about this with several guild mates. people who cast RD on people with full health with 3 people in a larger group. it's really hard to fight it even when they just execute because if you get attacked by someone else you are dead within 1 second. the problem is RD is one of the few usefull abilty's of a templar. if you nerf RD in any way templars will be even less balanced as the other classes.
    i do agree with RD being bit over the top. but then again what class doesn't have a abilty like that that isn't over the top?

    In this case you could have spammed anything (e.g. surprise attack, jabs, crystal fragment and so on) and it would have killed you...the same in most situations alcast has shown. If you get attacked by a lot of enemys nearly everything will kill you, doesn't raly matter which skill you are spamming.

    SA -> melee caster takes risk and dodgeable
    CF -> easily dodgeable
    JABS -> melee can be avoided by running away because caster doesn't walk won't use sprint and/or mayor expedition.

    so none of these would work like RD does. and i'm talking about fights in general when you fight in groups doesn't even have to be large zerg groups and you have people JUST using RD and being effective it's getting quite annoying. but as i said before templars don't really have mutch else that is as good. and all classes got at least one broken abilty.

    If you have a lot of people beating on you the attacker doesn't take any risk...in a 1v1 ok, but there you shouldn't have any problems with RO. using radiant only is only usefull if someone gets your enemy to low health. Spamming ANY execute would work there too...

    I mean why do you expect to survive an execute when you are outnumbered???

    it's not even when outnumbered. even with a fight in the IC arena 10 v 10. if you have 2 noobs just using RD they are going to kill you and you can't really get in to CC them. it's easy kills but as i said before there is more to look at to buffing templars before even ZoS even should try nerfing RD...
  • TheHsN
    TheHsN
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    Yes i agree with the guy...
    Plays:
    Magicka SORC - PvE/PvP
    Stamina NB - PvE/PvP
    Magicka NB - PvE/PvP
    Magicka Templar - PvE
    Stamina Templar - PvP
    Magicka DK - PvE
    Stamina DK - PvE
  • Neoauspex
    Neoauspex
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    @Alcast is right, Meteor is overpowered
  • puffy99
    puffy99
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    extra jesus beams for you tonight...
  • Deceptive_Yoshi
    Deceptive_Yoshi
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    I've put some time in PvP but the only time I ever spam RD when they're full health is when a zerg on zerg battle happens and the battle is way to laggy for me to even tell if my other spells went off so I just spam it in hopes of it killing someone who was being focused.
  • Fat_Cat45
    Fat_Cat45
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    Radiant Destruction is literally the "counter to all stamina archetypes", and has substantially less counter play options when outnumbered or group vs. group.
    • Stamina builds can't atrifically inflate our HP pool with shields, we don't have access to as many healing abilities (Rally and Vigor are really it in PvP), the only benefit is having a larger stamina pool to roll dodge more often which serves as our health pool inflation due to dodged attacks.
    • CP passive Thick Skinned doesn't work because the ability scales damage after every tick, reducing a 8k tick to 6k from CP still doesn't help enough when you're at 30% hp.
    It is a shame so many call for nerfs without trying to figure out counters to their problems. I guess it's easier to cry nerf than to plan or improve your game style.
    Krist wrote: »
    Basically we should be upset that we cannot beat a 5 on 1 scenario because someone has a skill we cannot counter when there are 4 others attacking us? Does that about sum it up?

    Funny.
    You would never assume that good pvp players have opinions about reverting the dodge change to Radiant Destruction, do you? You know, players with refined builds that easily do 1v3 or 1v4? Players which actually support their nerf/buff opinions with full detail, unlike you all supporting the change.
    Ixrqu2p.png
    These stats are all post-Thieve's Guild and solo play 90% of the time.

    Radiant Destruction is a problem in group play, specifically being much stronger than all other ranged abilities when sitting behind allies.
    • Someone spamming snipe from behind a group? You can dodge roll it as you retreat or time a block.
    • Someone spamming Crystal Fragments from behind a group? You can dodge roll it as you retreat or time a block.
    • Someone spamming Swallow Soul from behind a group? You can dodge roll it it as you retreat.
    • Someone spamming Wrecking Blow / Critical Rush while you're being chased? You can dodge roll it or time a block.
    • Someone spamming Radiant Destruction from behind a group? You can't dodge roll it now, and you can't time blocks because it ticks damage on the zero second cast and then every 1 second afterward for the duration. The only option against Radiant Destruction (not in a 1v1 like all of you keep trying to make your arguments with) is hoping some random person interrupts them.
    Hjelmerina wrote: »
    @Fat_Cat45 ╭∩╮◕ل͜◕)
    ╭∩╮◕ل͜◕) @Hjelmerina
    Alcast wrote: »
    Ok here you go boys and girls. People that still think Radiant Destruction is balanced should watch this video.

    I do know it is not an issue in 1v1. But it becomes one in open world pvp.

    And NO you can NOT INTERRUPT the 47m beam. Why? Because you are long dead before you reach the beamer lolololol

    https://youtu.be/8Q8v-oTHPio
    This video by @Alcast showcases a lot of examples of what is wrong with this ability in combat larger than 1v1. The potential of this ability when guarded by a group vs. the potential of other existing abilities when guarded by a group (the comparison I made above).
    Edited by Fat_Cat45 on March 28, 2016 10:41PM
  • Teridaxus
    Teridaxus
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    I kinda got the feeling, that only glass cannons died from jesus beams in these kind of threads.
  • Burning_Talons
    Burning_Talons
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    Hymzir wrote: »
    Not one of these again... RD is just about the least thing I worry getting hit with in Cyro. And I am speaking as someone who mains a Magicka Templar and who spams this ability pretty much non-stop.

    RD is a good skill, I'd even go as far as say it's a great skill. But it's not OP, at least no more than Crystal Frags and Snipe an it's morphs. It's the best ranged ability Templar has. But for all it's ups it has it's fair share of downs. It's a channel, so it's slow, obvious and interruptible. It's also fairly costly to use. It's not a magic I win button, but a skill that requires thought and practice to use properly. And even though I rely on it a lot, I'd swap it with Frags in an instant, 'cause frags would fit my playstyle a whole lot better. But I'm a Templar so I'll drudge on with RD and mold my playstyle around it, and in doing so have learned to know this skill works pretty well. Thus I know how to best use it in the offense but also know how to deal with it in defense.

    The reason people moan about is because they are used to being able to ignore it and because it is so obvious. It's a giant beam of light hosing you down. And it takes forever to deal it's damage. (Well relatively speaking at least, since most of the skills one considers great in this game are pretty much instant.) And since it takes several seconds to do it's work, it tends to make an impression, and it leaves no questions as to what killed you in the end. Thus it's lot easier to get emotional about it than dying to some random burst you never even saw coming. But if you stop and think about it, rationally instead of emotionally, you will soon realize that it's no worse than any of the other skills that tend to pop up on your death recap.

    Getting grilled by three or four Templars sporting RD is no different than being targeted by 3 or 4 bow users spamming Snipe. Or being targeted by three or four Sorcs blasting you with Frags. Except that getting hit by three snipes or frags means you just die. Whereas three Radiants boring you down, give you several seconds of frantic panic while you are trying to desperately save you bacon. Which of course you can't, since trying to out heal three ticking executes is just not possible. Even for a Templar running full healing specs. A good player can prolong that ordeal a good while, by using LoS breaking and blocking and self heals. A good tank can take for ever for several Templars to bring down. But ultimately, when skills of the players are equal, then the side with more players should win. So getting burned to a crisp by multitude of Templars is no different than being Ambush spammed by a group of Nightblades.

    As so many others have pointed, a lone Templar spamming RD is not really an issue, unless you are clueless or careless. If you get hit by one, asses your situation. Are you at full health? Then carry on and ignore it. If not, is there any cover around you? Ir there is, go behind it. If not, can you interrupt the target? If that is not possible try to move away for the caster, it has a limited range after all and you can move plenty while it's ticking and it slows the Templar down to a crawl. Do you have a cleanse slotted? You can just use that to cut RD off short. If all else fails then block. Block cuts the damage down a lot.

    The second thing you gotta do is to heal yourself when damaged. I see a lot of people running for extended duration of time with less than 50% health in Cyro. Usually it's a glass cannon build, more often than not, one build around using a bow and dodge rolling from enemy attacks. That is a good build and can get you plenty of kills, but no build is perfect. And the Achilles heel of that one is RD and channels in general. I have grilled many a foe who with RD who sport glass cannon builds. You know the type - around 18k health, all points, buffs and gear aimed to max out damage, only relying on dodge roll for defense.

    When I see one of them on the battlefield spamming their bow attacks, I pop RD from full health. My three ticks each do about 2.5k damage in such a situation. The target usually just takes the full brunt and keeps on spamming their own attacks. No doubt thinking that it didn't hurt that much. And then I instantly recast RD and the first hit ticks for 3.5 and the next for 6k and at this point the target is in total panic mode and it shows. They go all frantic and try to dodge roll and thus eat the last tick for some ungodly amount of damage, Since all they had left was less than 1k health left.

    A more experienced glass cannon will not take that first RD unopposed. They will try to disrupt it. They will try to LoS it, and after it finishes it's grinding, they will cast Vigor to get back to full health. And I in turn will go back to just doing regular Crushing Shock/LA weave and it becomes a battle of attrition. I will only go back to RD should their HP dip well below 50%.

    But there are still a lot of people running in Cyro who think that dodge roll is the solution to everything. I even switched from my normal Fire Destro Staff to Lightning Destro staff just because of the abundance of dodge rollers. Like many other things, like stealth attacks by Nightblades, channels require that you learn the appropriate counter. And dodge rolling is not the counter to channel. Channel is the counter to dodge roll!

    As for using RD at a target with full health... Why not? The thing you need to remember is that we have a really limited number of skill slots available. When you account for necessary skills like healing, cleanse and attack and defense buffs you are not left with a whole lot of room. So you want to slot skills that offer multipurpose use. And RD is one of the few Templar skills that offers that. It's an execute, but it's also a ranged attack and as channel it has it's own particular uses.

    On the bar I slot RD it's my primary ranged attack. Sure I also have Degeneration there, but spamming that is kinda pointless, and it really is there only to provide Major Sorcery, since as a Templar I can't get it from class skills. I also have Meteor slotted there since it's about 10 times more useful than all the Templar Ultimates combined, but not exactly something I can reliably use as a ranged attack.

    So more often than not, I am presented with a situation where I need to do a ranged attack and RD is the one I have ready. Sure I could weapon swap to Destro Staff but... Well you know how reliable weapon swabs are. So Quite often I just end up popping RD. On most targets the damage is roughly equivalent to couple of light attacks. Not much but better than nothing. And who knows, maybe a team mate will hit the target with a snipe while I am roasting it.

    So yeah, there is a certain utility in waiting for the execute that you can get with RD that you can't get with other skills. But again... roasting someone with RD while hoping someone else will burst them down to execute, is not the optimal tactic. As a channel it leaves you fairly vulnerable, and it isn't very cost effective way to deal damage either.

    Also, with the wonky targeting and the lag in Cyro, quite often I see a a target ripe for execute and try RD their asses to kingdom come, but then the game decides that naah... and instead picks another target standing next to the one in execute range. A target that is at full health. When that happens I have two choices, let the channel run it's course and do at least some damage to an enemy and thus not waste the magicka, or cancel the RD with block and try again. Usually I just let my RD run it's course, since no doubt, the target I was actually aiming at, has already healed themselves out of execute range.

    Another time this happens is when you spot a good target for an execute and try to RD them, and then the game goes naah... I'll just chill here for a while not doing anything. Then two seconds later it decides to finally launch the beam. By this time the target is already back to full health and you are probably aiming at a new target anyway. But the game decides to still shoot the old target for *** and giggles. When that happens I usually cancel the attacks since I have already moved on and my attenuation is needed elsewhere.

    So to iterate - Dodge roll is not the magical defense for everything. Channels are the counter to dodge rolls. RD is a channel as well as an an execute, but it's also multipurpose tool an can serve as an okay raged attack in a pinch. If you run a glass cannon build with less than 20k health, then you are vulnerable to executes. And if your primary defense is dodge rolling then RD is your gonna hurt you. Learn to accept that or modify your build and incorporate defenses against it. Sure it will no doubt mean you have to sacrifice something in order to get it. But that is no different from countering anything else in the game. If you choose to ignore tools required to counter channels in order to amp some other aspect of your build, then that is your call and you gotta learn to live with its limitations.

    Oh, and for those who wonder why I don't worry about RD - I have plenty of health, never let it stay below 75% if I can help it. I never leave a keep without having a cleanse ability slotted, and never stay put in the battlefield and use LoS blocking stuff religiously. Thus I rarely get killed by RD myself.

    The 2nd sentence of this has made this whole reply bias and void
  • Eshelmen
    Eshelmen
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    Hymzir wrote: »
    Not one of these again... RD is just about the least thing I worry getting hit with in Cyro. And I am speaking as someone who mains a Magicka Templar and who spams this ability pretty much non-stop.

    RD is a good skill, I'd even go as far as say it's a great skill. But it's not OP, at least no more than Crystal Frags and Snipe an it's morphs. It's the best ranged ability Templar has. But for all it's ups it has it's fair share of downs. It's a channel, so it's slow, obvious and interruptible. It's also fairly costly to use. It's not a magic I win button, but a skill that requires thought and practice to use properly. And even though I rely on it a lot, I'd swap it with Frags in an instant, 'cause frags would fit my playstyle a whole lot better. But I'm a Templar so I'll drudge on with RD and mold my playstyle around it, and in doing so have learned to know this skill works pretty well. Thus I know how to best use it in the offense but also know how to deal with it in defense.

    The reason people moan about is because they are used to being able to ignore it and because it is so obvious. It's a giant beam of light hosing you down. And it takes forever to deal it's damage. (Well relatively speaking at least, since most of the skills one considers great in this game are pretty much instant.) And since it takes several seconds to do it's work, it tends to make an impression, and it leaves no questions as to what killed you in the end. Thus it's lot easier to get emotional about it than dying to some random burst you never even saw coming. But if you stop and think about it, rationally instead of emotionally, you will soon realize that it's no worse than any of the other skills that tend to pop up on your death recap.

    Getting grilled by three or four Templars sporting RD is no different than being targeted by 3 or 4 bow users spamming Snipe. Or being targeted by three or four Sorcs blasting you with Frags. Except that getting hit by three snipes or frags means you just die. Whereas three Radiants boring you down, give you several seconds of frantic panic while you are trying to desperately save you bacon. Which of course you can't, since trying to out heal three ticking executes is just not possible. Even for a Templar running full healing specs. A good player can prolong that ordeal a good while, by using LoS breaking and blocking and self heals. A good tank can take for ever for several Templars to bring down. But ultimately, when skills of the players are equal, then the side with more players should win. So getting burned to a crisp by multitude of Templars is no different than being Ambush spammed by a group of Nightblades.

    As so many others have pointed, a lone Templar spamming RD is not really an issue, unless you are clueless or careless. If you get hit by one, asses your situation. Are you at full health? Then carry on and ignore it. If not, is there any cover around you? Ir there is, go behind it. If not, can you interrupt the target? If that is not possible try to move away for the caster, it has a limited range after all and you can move plenty while it's ticking and it slows the Templar down to a crawl. Do you have a cleanse slotted? You can just use that to cut RD off short. If all else fails then block. Block cuts the damage down a lot.

    The second thing you gotta do is to heal yourself when damaged. I see a lot of people running for extended duration of time with less than 50% health in Cyro. Usually it's a glass cannon build, more often than not, one build around using a bow and dodge rolling from enemy attacks. That is a good build and can get you plenty of kills, but no build is perfect. And the Achilles heel of that one is RD and channels in general. I have grilled many a foe who with RD who sport glass cannon builds. You know the type - around 18k health, all points, buffs and gear aimed to max out damage, only relying on dodge roll for defense.

    When I see one of them on the battlefield spamming their bow attacks, I pop RD from full health. My three ticks each do about 2.5k damage in such a situation. The target usually just takes the full brunt and keeps on spamming their own attacks. No doubt thinking that it didn't hurt that much. And then I instantly recast RD and the first hit ticks for 3.5 and the next for 6k and at this point the target is in total panic mode and it shows. They go all frantic and try to dodge roll and thus eat the last tick for some ungodly amount of damage, Since all they had left was less than 1k health left.

    A more experienced glass cannon will not take that first RD unopposed. They will try to disrupt it. They will try to LoS it, and after it finishes it's grinding, they will cast Vigor to get back to full health. And I in turn will go back to just doing regular Crushing Shock/LA weave and it becomes a battle of attrition. I will only go back to RD should their HP dip well below 50%.

    But there are still a lot of people running in Cyro who think that dodge roll is the solution to everything. I even switched from my normal Fire Destro Staff to Lightning Destro staff just because of the abundance of dodge rollers. Like many other things, like stealth attacks by Nightblades, channels require that you learn the appropriate counter. And dodge rolling is not the counter to channel. Channel is the counter to dodge roll!

    As for using RD at a target with full health... Why not? The thing you need to remember is that we have a really limited number of skill slots available. When you account for necessary skills like healing, cleanse and attack and defense buffs you are not left with a whole lot of room. So you want to slot skills that offer multipurpose use. And RD is one of the few Templar skills that offers that. It's an execute, but it's also a ranged attack and as channel it has it's own particular uses.

    On the bar I slot RD it's my primary ranged attack. Sure I also have Degeneration there, but spamming that is kinda pointless, and it really is there only to provide Major Sorcery, since as a Templar I can't get it from class skills. I also have Meteor slotted there since it's about 10 times more useful than all the Templar Ultimates combined, but not exactly something I can reliably use as a ranged attack.

    So more often than not, I am presented with a situation where I need to do a ranged attack and RD is the one I have ready. Sure I could weapon swap to Destro Staff but... Well you know how reliable weapon swabs are. So Quite often I just end up popping RD. On most targets the damage is roughly equivalent to couple of light attacks. Not much but better than nothing. And who knows, maybe a team mate will hit the target with a snipe while I am roasting it.

    So yeah, there is a certain utility in waiting for the execute that you can get with RD that you can't get with other skills. But again... roasting someone with RD while hoping someone else will burst them down to execute, is not the optimal tactic. As a channel it leaves you fairly vulnerable, and it isn't very cost effective way to deal damage either.

    Also, with the wonky targeting and the lag in Cyro, quite often I see a a target ripe for execute and try RD their asses to kingdom come, but then the game decides that naah... and instead picks another target standing next to the one in execute range. A target that is at full health. When that happens I have two choices, let the channel run it's course and do at least some damage to an enemy and thus not waste the magicka, or cancel the RD with block and try again. Usually I just let my RD run it's course, since no doubt, the target I was actually aiming at, has already healed themselves out of execute range.

    Another time this happens is when you spot a good target for an execute and try to RD them, and then the game goes naah... I'll just chill here for a while not doing anything. Then two seconds later it decides to finally launch the beam. By this time the target is already back to full health and you are probably aiming at a new target anyway. But the game decides to still shoot the old target for *** and giggles. When that happens I usually cancel the attacks since I have already moved on and my attenuation is needed elsewhere.

    So to iterate - Dodge roll is not the magical defense for everything. Channels are the counter to dodge rolls. RD is a channel as well as an an execute, but it's also multipurpose tool an can serve as an okay raged attack in a pinch. If you run a glass cannon build with less than 20k health, then you are vulnerable to executes. And if your primary defense is dodge rolling then RD is your gonna hurt you. Learn to accept that or modify your build and incorporate defenses against it. Sure it will no doubt mean you have to sacrifice something in order to get it. But that is no different from countering anything else in the game. If you choose to ignore tools required to counter channels in order to amp some other aspect of your build, then that is your call and you gotta learn to live with its limitations.

    Oh, and for those who wonder why I don't worry about RD - I have plenty of health, never let it stay below 75% if I can help it. I never leave a keep without having a cleanse ability slotted, and never stay put in the battlefield and use LoS blocking stuff religiously. Thus I rarely get killed by RD myself.

    The 2nd sentence of this has made this whole reply bias and void

    Then would could say that this whole thread is based off a biased opinion.
    PC and PS4 EP only player
  • AddictionX
    AddictionX
    ✭✭✭✭
    Eshelmen wrote: »
    Hymzir wrote: »
    Not one of these again... RD is just about the least thing I worry getting hit with in Cyro. And I am speaking as someone who mains a Magicka Templar and who spams this ability pretty much non-stop.

    RD is a good skill, I'd even go as far as say it's a great skill. But it's not OP, at least no more than Crystal Frags and Snipe an it's morphs. It's the best ranged ability Templar has. But for all it's ups it has it's fair share of downs. It's a channel, so it's slow, obvious and interruptible. It's also fairly costly to use. It's not a magic I win button, but a skill that requires thought and practice to use properly. And even though I rely on it a lot, I'd swap it with Frags in an instant, 'cause frags would fit my playstyle a whole lot better. But I'm a Templar so I'll drudge on with RD and mold my playstyle around it, and in doing so have learned to know this skill works pretty well. Thus I know how to best use it in the offense but also know how to deal with it in defense.

    The reason people moan about is because they are used to being able to ignore it and because it is so obvious. It's a giant beam of light hosing you down. And it takes forever to deal it's damage. (Well relatively speaking at least, since most of the skills one considers great in this game are pretty much instant.) And since it takes several seconds to do it's work, it tends to make an impression, and it leaves no questions as to what killed you in the end. Thus it's lot easier to get emotional about it than dying to some random burst you never even saw coming. But if you stop and think about it, rationally instead of emotionally, you will soon realize that it's no worse than any of the other skills that tend to pop up on your death recap.

    Getting grilled by three or four Templars sporting RD is no different than being targeted by 3 or 4 bow users spamming Snipe. Or being targeted by three or four Sorcs blasting you with Frags. Except that getting hit by three snipes or frags means you just die. Whereas three Radiants boring you down, give you several seconds of frantic panic while you are trying to desperately save you bacon. Which of course you can't, since trying to out heal three ticking executes is just not possible. Even for a Templar running full healing specs. A good player can prolong that ordeal a good while, by using LoS breaking and blocking and self heals. A good tank can take for ever for several Templars to bring down. But ultimately, when skills of the players are equal, then the side with more players should win. So getting burned to a crisp by multitude of Templars is no different than being Ambush spammed by a group of Nightblades.

    As so many others have pointed, a lone Templar spamming RD is not really an issue, unless you are clueless or careless. If you get hit by one, asses your situation. Are you at full health? Then carry on and ignore it. If not, is there any cover around you? Ir there is, go behind it. If not, can you interrupt the target? If that is not possible try to move away for the caster, it has a limited range after all and you can move plenty while it's ticking and it slows the Templar down to a crawl. Do you have a cleanse slotted? You can just use that to cut RD off short. If all else fails then block. Block cuts the damage down a lot.

    The second thing you gotta do is to heal yourself when damaged. I see a lot of people running for extended duration of time with less than 50% health in Cyro. Usually it's a glass cannon build, more often than not, one build around using a bow and dodge rolling from enemy attacks. That is a good build and can get you plenty of kills, but no build is perfect. And the Achilles heel of that one is RD and channels in general. I have grilled many a foe who with RD who sport glass cannon builds. You know the type - around 18k health, all points, buffs and gear aimed to max out damage, only relying on dodge roll for defense.

    When I see one of them on the battlefield spamming their bow attacks, I pop RD from full health. My three ticks each do about 2.5k damage in such a situation. The target usually just takes the full brunt and keeps on spamming their own attacks. No doubt thinking that it didn't hurt that much. And then I instantly recast RD and the first hit ticks for 3.5 and the next for 6k and at this point the target is in total panic mode and it shows. They go all frantic and try to dodge roll and thus eat the last tick for some ungodly amount of damage, Since all they had left was less than 1k health left.

    A more experienced glass cannon will not take that first RD unopposed. They will try to disrupt it. They will try to LoS it, and after it finishes it's grinding, they will cast Vigor to get back to full health. And I in turn will go back to just doing regular Crushing Shock/LA weave and it becomes a battle of attrition. I will only go back to RD should their HP dip well below 50%.

    But there are still a lot of people running in Cyro who think that dodge roll is the solution to everything. I even switched from my normal Fire Destro Staff to Lightning Destro staff just because of the abundance of dodge rollers. Like many other things, like stealth attacks by Nightblades, channels require that you learn the appropriate counter. And dodge rolling is not the counter to channel. Channel is the counter to dodge roll!

    As for using RD at a target with full health... Why not? The thing you need to remember is that we have a really limited number of skill slots available. When you account for necessary skills like healing, cleanse and attack and defense buffs you are not left with a whole lot of room. So you want to slot skills that offer multipurpose use. And RD is one of the few Templar skills that offers that. It's an execute, but it's also a ranged attack and as channel it has it's own particular uses.

    On the bar I slot RD it's my primary ranged attack. Sure I also have Degeneration there, but spamming that is kinda pointless, and it really is there only to provide Major Sorcery, since as a Templar I can't get it from class skills. I also have Meteor slotted there since it's about 10 times more useful than all the Templar Ultimates combined, but not exactly something I can reliably use as a ranged attack.

    So more often than not, I am presented with a situation where I need to do a ranged attack and RD is the one I have ready. Sure I could weapon swap to Destro Staff but... Well you know how reliable weapon swabs are. So Quite often I just end up popping RD. On most targets the damage is roughly equivalent to couple of light attacks. Not much but better than nothing. And who knows, maybe a team mate will hit the target with a snipe while I am roasting it.

    So yeah, there is a certain utility in waiting for the execute that you can get with RD that you can't get with other skills. But again... roasting someone with RD while hoping someone else will burst them down to execute, is not the optimal tactic. As a channel it leaves you fairly vulnerable, and it isn't very cost effective way to deal damage either.

    Also, with the wonky targeting and the lag in Cyro, quite often I see a a target ripe for execute and try RD their asses to kingdom come, but then the game decides that naah... and instead picks another target standing next to the one in execute range. A target that is at full health. When that happens I have two choices, let the channel run it's course and do at least some damage to an enemy and thus not waste the magicka, or cancel the RD with block and try again. Usually I just let my RD run it's course, since no doubt, the target I was actually aiming at, has already healed themselves out of execute range.

    Another time this happens is when you spot a good target for an execute and try to RD them, and then the game goes naah... I'll just chill here for a while not doing anything. Then two seconds later it decides to finally launch the beam. By this time the target is already back to full health and you are probably aiming at a new target anyway. But the game decides to still shoot the old target for *** and giggles. When that happens I usually cancel the attacks since I have already moved on and my attenuation is needed elsewhere.

    So to iterate - Dodge roll is not the magical defense for everything. Channels are the counter to dodge rolls. RD is a channel as well as an an execute, but it's also multipurpose tool an can serve as an okay raged attack in a pinch. If you run a glass cannon build with less than 20k health, then you are vulnerable to executes. And if your primary defense is dodge rolling then RD is your gonna hurt you. Learn to accept that or modify your build and incorporate defenses against it. Sure it will no doubt mean you have to sacrifice something in order to get it. But that is no different from countering anything else in the game. If you choose to ignore tools required to counter channels in order to amp some other aspect of your build, then that is your call and you gotta learn to live with its limitations.

    Oh, and for those who wonder why I don't worry about RD - I have plenty of health, never let it stay below 75% if I can help it. I never leave a keep without having a cleanse ability slotted, and never stay put in the battlefield and use LoS blocking stuff religiously. Thus I rarely get killed by RD myself.

    The 2nd sentence of this has made this whole reply bias and void

    Then would could say that this whole thread is based off a biased opinion.

    but it is. Magicka doesn't like roll dodging they often refer to it as perma roll dodge even tho that doesnt exist, Stamina doesnt have much defenses other than to roll dodge.

    Its people who use it for cheese vs people who dont like dying to I win buttons.
    Edited by AddictionX on March 28, 2016 8:44PM
  • AfkNinja
    AfkNinja
    ✭✭✭✭✭
    Hymzir wrote: »
    Not one of these again... RD is just about the least thing I worry getting hit with in Cyro. And I am speaking as someone who mains a Magicka Templar and who spams this ability pretty much non-stop.

    RD is a good skill, I'd even go as far as say it's a great skill. But it's not OP, at least no more than Crystal Frags and Snipe an it's morphs. It's the best ranged ability Templar has. But for all it's ups it has it's fair share of downs. It's a channel, so it's slow, obvious and interruptible. It's also fairly costly to use. It's not a magic I win button, but a skill that requires thought and practice to use properly. And even though I rely on it a lot, I'd swap it with Frags in an instant, 'cause frags would fit my playstyle a whole lot better. But I'm a Templar so I'll drudge on with RD and mold my playstyle around it, and in doing so have learned to know this skill works pretty well. Thus I know how to best use it in the offense but also know how to deal with it in defense.

    The reason people moan about is because they are used to being able to ignore it and because it is so obvious. It's a giant beam of light hosing you down. And it takes forever to deal it's damage. (Well relatively speaking at least, since most of the skills one considers great in this game are pretty much instant.) And since it takes several seconds to do it's work, it tends to make an impression, and it leaves no questions as to what killed you in the end. Thus it's lot easier to get emotional about it than dying to some random burst you never even saw coming. But if you stop and think about it, rationally instead of emotionally, you will soon realize that it's no worse than any of the other skills that tend to pop up on your death recap.

    Getting grilled by three or four Templars sporting RD is no different than being targeted by 3 or 4 bow users spamming Snipe. Or being targeted by three or four Sorcs blasting you with Frags. Except that getting hit by three snipes or frags means you just die. Whereas three Radiants boring you down, give you several seconds of frantic panic while you are trying to desperately save you bacon. Which of course you can't, since trying to out heal three ticking executes is just not possible. Even for a Templar running full healing specs. A good player can prolong that ordeal a good while, by using LoS breaking and blocking and self heals. A good tank can take for ever for several Templars to bring down. But ultimately, when skills of the players are equal, then the side with more players should win. So getting burned to a crisp by multitude of Templars is no different than being Ambush spammed by a group of Nightblades.

    As so many others have pointed, a lone Templar spamming RD is not really an issue, unless you are clueless or careless. If you get hit by one, asses your situation. Are you at full health? Then carry on and ignore it. If not, is there any cover around you? Ir there is, go behind it. If not, can you interrupt the target? If that is not possible try to move away for the caster, it has a limited range after all and you can move plenty while it's ticking and it slows the Templar down to a crawl. Do you have a cleanse slotted? You can just use that to cut RD off short. If all else fails then block. Block cuts the damage down a lot.

    The second thing you gotta do is to heal yourself when damaged. I see a lot of people running for extended duration of time with less than 50% health in Cyro. Usually it's a glass cannon build, more often than not, one build around using a bow and dodge rolling from enemy attacks. That is a good build and can get you plenty of kills, but no build is perfect. And the Achilles heel of that one is RD and channels in general. I have grilled many a foe who with RD who sport glass cannon builds. You know the type - around 18k health, all points, buffs and gear aimed to max out damage, only relying on dodge roll for defense.

    When I see one of them on the battlefield spamming their bow attacks, I pop RD from full health. My three ticks each do about 2.5k damage in such a situation. The target usually just takes the full brunt and keeps on spamming their own attacks. No doubt thinking that it didn't hurt that much. And then I instantly recast RD and the first hit ticks for 3.5 and the next for 6k and at this point the target is in total panic mode and it shows. They go all frantic and try to dodge roll and thus eat the last tick for some ungodly amount of damage, Since all they had left was less than 1k health left.

    A more experienced glass cannon will not take that first RD unopposed. They will try to disrupt it. They will try to LoS it, and after it finishes it's grinding, they will cast Vigor to get back to full health. And I in turn will go back to just doing regular Crushing Shock/LA weave and it becomes a battle of attrition. I will only go back to RD should their HP dip well below 50%.

    But there are still a lot of people running in Cyro who think that dodge roll is the solution to everything. I even switched from my normal Fire Destro Staff to Lightning Destro staff just because of the abundance of dodge rollers. Like many other things, like stealth attacks by Nightblades, channels require that you learn the appropriate counter. And dodge rolling is not the counter to channel. Channel is the counter to dodge roll!

    As for using RD at a target with full health... Why not? The thing you need to remember is that we have a really limited number of skill slots available. When you account for necessary skills like healing, cleanse and attack and defense buffs you are not left with a whole lot of room. So you want to slot skills that offer multipurpose use. And RD is one of the few Templar skills that offers that. It's an execute, but it's also a ranged attack and as channel it has it's own particular uses.

    On the bar I slot RD it's my primary ranged attack. Sure I also have Degeneration there, but spamming that is kinda pointless, and it really is there only to provide Major Sorcery, since as a Templar I can't get it from class skills. I also have Meteor slotted there since it's about 10 times more useful than all the Templar Ultimates combined, but not exactly something I can reliably use as a ranged attack.

    So more often than not, I am presented with a situation where I need to do a ranged attack and RD is the one I have ready. Sure I could weapon swap to Destro Staff but... Well you know how reliable weapon swabs are. So Quite often I just end up popping RD. On most targets the damage is roughly equivalent to couple of light attacks. Not much but better than nothing. And who knows, maybe a team mate will hit the target with a snipe while I am roasting it.

    So yeah, there is a certain utility in waiting for the execute that you can get with RD that you can't get with other skills. But again... roasting someone with RD while hoping someone else will burst them down to execute, is not the optimal tactic. As a channel it leaves you fairly vulnerable, and it isn't very cost effective way to deal damage either.

    Also, with the wonky targeting and the lag in Cyro, quite often I see a a target ripe for execute and try RD their asses to kingdom come, but then the game decides that naah... and instead picks another target standing next to the one in execute range. A target that is at full health. When that happens I have two choices, let the channel run it's course and do at least some damage to an enemy and thus not waste the magicka, or cancel the RD with block and try again. Usually I just let my RD run it's course, since no doubt, the target I was actually aiming at, has already healed themselves out of execute range.

    Another time this happens is when you spot a good target for an execute and try to RD them, and then the game goes naah... I'll just chill here for a while not doing anything. Then two seconds later it decides to finally launch the beam. By this time the target is already back to full health and you are probably aiming at a new target anyway. But the game decides to still shoot the old target for *** and giggles. When that happens I usually cancel the attacks since I have already moved on and my attenuation is needed elsewhere.

    So to iterate - Dodge roll is not the magical defense for everything. Channels are the counter to dodge rolls. RD is a channel as well as an an execute, but it's also multipurpose tool an can serve as an okay raged attack in a pinch. If you run a glass cannon build with less than 20k health, then you are vulnerable to executes. And if your primary defense is dodge rolling then RD is your gonna hurt you. Learn to accept that or modify your build and incorporate defenses against it. Sure it will no doubt mean you have to sacrifice something in order to get it. But that is no different from countering anything else in the game. If you choose to ignore tools required to counter channels in order to amp some other aspect of your build, then that is your call and you gotta learn to live with its limitations.

    Oh, and for those who wonder why I don't worry about RD - I have plenty of health, never let it stay below 75% if I can help it. I never leave a keep without having a cleanse ability slotted, and never stay put in the battlefield and use LoS blocking stuff religiously. Thus I rarely get killed by RD myself.

    The 2nd sentence of this has made this whole reply bias and void

    No, you don't get to invalidate an entire argument just cause he plays Templar. That's idiotic. If you want to invalidate his argument you present evidence and facts which sufficiently convince him to change his mind. If you cannot then maybe your evidence isn't as good as you thought and you should approach the argument in another way.
  • PainfulFAFA
    PainfulFAFA
    ✭✭✭✭✭
    Fat_Cat45 wrote: »
    AriBoh wrote: »
    Oh good this *** again.

    Prove to me that Radiant Destruction should be the only execute which can't be dodged. I'll wait.

    Mages Fury (sorc execute) procs when your HP drops to a certain %.
    So if u got mages furied, and your still alive but something brought your HP down to that %, you will blow up.

    Cant be interrupted or dodged. So why aren't we QQing about that?
    You want proof? Play a magplar and see the side effects from speccing everything into "jesus beam 1 shot" builds if you want to call it that.
    PC NA
    Aztec | AZTEC | Ahztec | Aztehk | Master of Mnem
    MagDK | Magplar | Magward | Mageblade | Stamsorc

  • AddictionX
    AddictionX
    ✭✭✭✭
    But it is an opinion. Videos have been shown but nothing defending it.... on multiple threads just... words and perfect world scenarios.
  • Recremen
    Recremen
    ✭✭✭✭✭
    ✭✭✭✭✭
    It is kind of weird that Templar's best skills right now aren't in their house, but instead can be cast from 28 meters away. Mind, I think the "house" playstyle would be terrible and I'm glad they have ranged options, but RD is definitely more dangerous than any other ranged execute in the game right now.

    Consider: an opponent opens up from afar (and stealthed, no less) with a big heavy-hitting attack like Dark Flare or Snipe or what have you. Oh shoot, there goes half your health! No worries, you're a good player and have access to several skills to save you! You put up your reflect, shield, heal, etc, and roll-dodge away. There's no guarantee of success, but it's not completely hopeless. Oh, but wait, that was a Magicka Templar with RD? Well, you can still cast your shield or your heal, but roll-dodging isn't going to do jack for you. You're a Stam DK, maybe, or some other unloved build? Well, you can cast your mostly-useless heal or your mostly-useless shield and hope you run out of range before the giant damage ticks catch up. You will fail, but it's fun to have your hopes crushed sometimes, probably.

    But maybe it's just a hard counter to a few specific builds! Well, no, it's useful against everyone at all times. That's not a counter, that's just a solid skill with no drawbacks. I don't personally know what a good balance point is for this skill, but there is currently no way to escape it, no way to counter it, and it seems to be doing more damage from range than similar executes. No dodge, no reflect, just OP. It's pretty frustrating to be sieging a keep and suddenly get knocked down from inescapable damage. Everything else can be dodge-rolled, reflected, etc., except for Lightning Staff/Resto heavy attacks (neither are executes) and Soul Assault (an ultimate). And you can't exactly bash someone on a keep wall, so that's right out.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • AddictionX
    AddictionX
    ✭✭✭✭
    Recremen wrote: »
    It is kind of weird that Templar's best skills right now aren't in their house, but instead can be cast from 28 meters away. Mind, I think the "house" playstyle would be terrible and I'm glad they have ranged options, but RD is definitely more dangerous than any other ranged execute in the game right now.

    Consider: an opponent opens up from afar (and stealthed, no less) with a big heavy-hitting attack like Dark Flare or Snipe or what have you. Oh shoot, there goes half your health! No worries, you're a good player and have access to several skills to save you! You put up your reflect, shield, heal, etc, and roll-dodge away. There's no guarantee of success, but it's not completely hopeless. Oh, but wait, that was a Magicka Templar with RD? Well, you can still cast your shield or your heal, but roll-dodging isn't going to do jack for you. You're a Stam DK, maybe, or some other unloved build? Well, you can cast your mostly-useless heal or your mostly-useless shield and hope you run out of range before the giant damage ticks catch up. You will fail, but it's fun to have your hopes crushed sometimes, probably.

    But maybe it's just a hard counter to a few specific builds! Well, no, it's useful against everyone at all times. That's not a counter, that's just a solid skill with no drawbacks. I don't personally know what a good balance point is for this skill, but there is currently no way to escape it, no way to counter it, and it seems to be doing more damage from range than similar executes. No dodge, no reflect, just OP. It's pretty frustrating to be sieging a keep and suddenly get knocked down from inescapable damage. Everything else can be dodge-rolled, reflected, etc., except for Lightning Staff/Resto heavy attacks (neither are executes) and Soul Assault (an ultimate). And you can't exactly bash someone on a keep wall, so that's right out.

    hang on dude.... you forgot to slot.... purge! lmao
  • Hymzir
    Hymzir
    ✭✭✭✭✭
    Fat_Cat45 wrote: »
    [The] video by @Alcast showcases a lot of examples of what is wrong with this ability in combat larger than 1v1.
    No, it does not. What it does is showcase what happens in an environment with no soft caps and people being able to stack outrageous amounts of spell damage and have ridiculous Magicka pools. It's an artillery build designed to work in group situations with top gear and CP at cap all aimed at doing burst. The game has plenty of equally ridiculous builds for other classes too. Most Templars do not hit that hard because they are either Healers, build with sustain, or have made concessions with DPS to achieve more utilty. Also it's a best hits real made to serve a point, so of course it highlights situations where RD works.
    The 2nd sentence of this has made this whole reply bias and void

    By that logic I am the best person to rate what is OP and what not with Nightblades, since I never played that class past level three, and have no practical experience with any of the limitations of the class. I am only aware of the stuff that gets me killed, which is obviously OP!

    If any bias is expressed here, it is done by you, in that you summarily decide my input is worthless, based on the fact that I play a Templar, instead of actually arguing the points I make. Do keep in mind that non Templar players only ever really notice the times RD works. We, who actually use it in combat, are all well familiar with the situations where it doesn't work or misfires or ends up doing 300 point ticks against a tank who is blocking. And yes, there are some Tempalrs who think it's OP but most do not. It's the same with all classes and skills. People do have differing opinions. I for example think that the buff to Dark Flare damage in TG was a bad move, that the skill hits way too hard now and only encourages unconstructive game play. (I would've kept the damage as it was, but introduced more utility to the skill - but ZOS wants more magicka burst, so that's the way it goes...) But others seem to like it. But as far as RD goes, I do not think it is OP. It is strong, but there are ways to counter it, and it has bunch of down sides to make up for its strong points.

    And yes, it is the natural enemy of all stambuilds and especially the bane of Nightblades. But then again, their mobility and ability to cloak are the natural banes of Templars. There are counters to every move. Is it perfectly balance - 'prolly not, but ultimately that is really difficult to judge clearly, since the game has so many moving parts and the meta keeps going back and forth. Also note that Thieves Guild introduced lots of buffs to magicka builds in general, so there is that as well to keep in mind. Magicka builds perform better at the moment than stamina ones, so obviously RD is doing better as well.

    So to summarize: The problem is not the skill itself, but the various ways you can stack spell damage, and the synergy you can get for magicka burst with gear and potions and CP. They did say that the next DLC will be stamina focused, so who knows how the balance will swing by then.

    But arguing about nerfs to single skills will not fix anything. Every build has skills they are weaker against than others, and every build has skills they are stronger against than others. So yes, some builds have it harder with RD than others, but that is the nature of the beast.

    Personally I am much more bothered by the proliferation of Vicious Death related deaths. I even got a kill recap with nothing but Vicious Death hits. And it's not like I was running with a zerg or anything when that happened. Just half a dozen or so players running up the stairs from Fort Aleswell to the Aleswell Farm when "BAM!", some random burst took out the people in front of me, and I'm dead from full health, purely due to Vicious Death. Now that crap is broken.
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