that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher
OK, lets make some changes to RD.
-Hits for regular damage above 25%
-Hits for 300% of regular damage on targets below 25% health
-Dodgeable ability
-Only castable at 15 meters or less
-Is instant cast instead of channeled so caster doesn't get locked in an animation
-No beam animation connecting the executer to the target
-Rename skill "Impale"
I think that should make everyone happy
I vote we keep it the same except I grown a jesus like beard during the channel phase with the exclamation "holy jesus" if they die as well as the corresponding angels, harps and small dudes or cherobs present.
that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher
OK, lets make some changes to RD.
-Hits for regular damage above 25%
-Hits for 300% of regular damage on targets below 25% health
-Dodgeable ability
-Only castable at 15 meters or less
-Is instant cast instead of channeled so caster doesn't get locked in an animation
-No beam animation connecting the executer to the target
-Rename skill "Impale"
I think that should make everyone happy
I vote we keep it the same except I grown a jesus like beard during the channel phase with the exclamation "holy jesus" if they die as well as the corresponding angels, harps and small dudes or cherobs present.
I hope Zos is calling you up and asking you for the rights to this invention ASAP.
myrrrorb14_ESO wrote: »vyndral13preub18_ESO wrote: »Thevampirenight wrote: »Sometimes I think these nerf threads are troll threads
in disguise.
Is an execute that means you got executed by it.
If they need to adjust they will, but really do we need to start threads like this one lol.
ok then...i want my impale start to hit as execute at %50 and i want my mage wrath start at %50 health and i want a execute ability to my M.DK which starts at %50 health of enemy ...yeah if we need to go with way of your thinking...I dont say already nerf to damage or way far disntance that it is has already... i just said that it should start at %20-25 health of enemy or player what u wanna call it like other classes execute ability starts:)...
thank you for your opinion tho...
You forgot to mention you also want them to be channeled nondodgeable and self snaring.
I understand people always want to pick out the good stuff but you should take the bad as well. Since your point seems to be since yours does this so should mine.
And starts at 4k dps scaling to 6k at 50%, 8k at 40%, 10k at 30%, and finally hit 25k at 10%
Thevampirenight wrote: »Sometimes I think these nerf threads are troll threads
in disguise.
Is an execute that means you got executed by it.
If they need to adjust they will, but really do we need to start threads like this one lol.
ok then...i want my impale start to hit as execute at %50 and i want my mage wrath start at %50 health and i want a execute ability to my M.DK which starts at %50 health of enemy ...yeah if we need to go with way of your thinking...I dont say already nerf to damage or way far disntance that it is has already... i just said that it should start at %20-25 health of enemy or player what u wanna call it like other classes execute ability starts:)...
thank you for your opinion tho...
ShadowStarKing wrote: »Most ppl that claim RD is op deal with it in open world 1vX PVP. It's true in a 1v1 fight this skill is a non issue as it's bash able, but when you have a Templar in the back of a zerg freely able to cast this skill without interruption makes this an EASY mode button spam skill.
ShadowStarKing wrote: »Most ppl that claim RD is op deal with it in open world 1vX PVP. It's true in a 1v1 fight this skill is a non issue as it's bash able, but when you have a Templar in the back of a zerg freely able to cast this skill without interruption makes this an EASY mode button spam skill.
Templar's are not the only class that can stand behind a group and nuke people to death swiftly.
ShadowStarKing wrote: »Most ppl that claim RD is op deal with it in open world 1vX PVP. It's true in a 1v1 fight this skill is a non issue as it's bash able, but when you have a Templar in the back of a zerg freely able to cast this skill without interruption makes this an EASY mode button spam skill.
Templar's are not the only class that can stand behind a group and nuke people to death swiftly.
ShadowStarKing wrote: »ShadowStarKing wrote: »Most ppl that claim RD is op deal with it in open world 1vX PVP. It's true in a 1v1 fight this skill is a non issue as it's bash able, but when you have a Templar in the back of a zerg freely able to cast this skill without interruption makes this an EASY mode button spam skill.
Templar's are not the only class that can stand behind a group and nuke people to death swiftly.
What other class can sit in the back of a zerg and spam and undodge able, unblock able channeled skill that does 300% more dmg at 50% HP?
ShadowStarKing wrote: »ShadowStarKing wrote: »Most ppl that claim RD is op deal with it in open world 1vX PVP. It's true in a 1v1 fight this skill is a non issue as it's bash able, but when you have a Templar in the back of a zerg freely able to cast this skill without interruption makes this an EASY mode button spam skill.
Templar's are not the only class that can stand behind a group and nuke people to death swiftly.
What other class can sit in the back of a zerg and spam an undodge able, unblock able channeled skill that does 300% more dmg at 50% HP?
TequilaFire wrote: »OP you do realize even if they did lower RD to 25% you would be just as dead especially with multiple players hitting you.
Then you will be back crying to nerf RD to 5%. lol
phillyboy7897 wrote: »Did u know what templars didn't get?
A single insta-damage skill that will put more than 3k on your death recap.
Are we crying? Make classes homogenous!!!, our insta-dps is godawfull?
Templars know better than to ask. We are still asking about toppling seizure 2 years later.
Whatever nerfs we are handed will also break the skills and we will get nothing. Keep pushing for it.
A bunch of templars spamming RO from the top of keep walls is just insane. Templars are starting to be the must-have class in group PvP play. I'm seeing duos run around with one templar that does nothing but spam RO. It's very deadly if you are caught alone or ambushed in 2v2.
I have mixed feelings about Radiant. Any execute starting at 50% seems too high. But I think the real problem is this burst meta. Mitigation is too underpowered. Streak, roll dodge, block, cloak: all nerfed and way more expensive to use than damage or their counters.
There's a few things (in my opinion) which needs to be looked at again by ZOS (in terms of Radiant Destruction). For starters? The range. The range of this skill is a huge "problem". You're able to literally beam people from ludicrous distances, all the while the person being beamed has no means of reaching who's hitting them. Second of all, there's the execute range. It's way too high. It should be set to around 20%-25%. Not 50%. That's ridiculous. Next up is the damage scaling. Who honestly thought that it was a wise idea to make it hit harder the more health a target is missing while beaming? That's cheese. So all and all, it should be looked at again.
@Casterial Radiant destruction was not dodgeable in 1.6. It was unintentionally dodgeable in 1.7 and 1.8, if I recall correctly.
that is ok it is finisher ability hit much...but atleast it should start like %20 ...One hit after they start to finish you that is unfair to other classses finisher
The initial tooltip is pretty OP, the last tick of about 7-15k depending right before you die is what most assume makes it OP. But that full burst doesn't hit you. They should just make it roll dodg-able. Why? This would fix all the issues with it and make it so most stam builds sit there running with their head cut off unable to do anything.
you can do:
- stay over 50% HP (outhealing radiant shouldn't be a problem when you have full HP)
- The tooltip on my magplar (PvE-specc) is ~15k...16k for 4 ticks so nearly 4k per tick. WB-tooltip on the same character with the same gear and so on is nearly 4k...so it's pretty equal
- making it rolldogdeable would make it useless again
- you can interrupt the caster
- LOS radiant
- purge it
You shouldn't have a problem to counter radiant in a 1v1...if you got executed by it, well that's what finishers do.