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Radiant fix

  • Necrelios
    Necrelios
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    *Crumples forums up, sprinkles on fries*

    Mmm... salty. Well, the main problem I've encountered with this is when there are groups of other enemy players all surrounding the Templar. Ranged interrupts don't work well in these situations with the funky targeting system hitting the closest target instead of what you were actually aiming at. Your best option in a situation like that is to just probably try to outrange it as fast as you can, if you can. What is the max range on this skill anyways? Surely no futher than WB :trollface: .
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  • MrGigglypants
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    So I shouldn't die to 3 Templars plus x number of buddies.
    What I keep reading in these posts.
    Only one Templar should be able to use RD at a time and everyone else can't hit me while I am in a Jesus beam.
    Did I get it right?

    No RD should only scale from the cast point. So if you cast it at a player that's 100% health it should only do the tooltip if you cast at a 25% then it should scale from that point or the point of the cast that is. Make sense?
  • Pallio
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    Do you also get hit with massive poison arrow ticks?
    Same math, the last tick of 15k when you had 1k health is irrelevant, what killed you was the 12k proxy and the 11k VD, that got you into execute range.... the death recap needs to be fixed to reflect actual damage applied before you hit 0 health.
  • Refuse2GrowUp
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    So I shouldn't die to 3 Templars plus x number of buddies.
    What I keep reading in these posts.
    Only one Templar should be able to use RD at a time and everyone else can't hit me while I am in a Jesus beam.
    Did I get it right?

    No RD should only scale from the cast point. So if you cast it at a player that's 100% health it should only do the tooltip if you cast at a 25% then it should scale from that point or the point of the cast that is. Make sense?

    And this would ruin the skill in PvE.

    I do not have the faith in the devs that they could make a change to the skill for PvP (only) without ruining it in PvE. As I have mentioned before, this is another prime example of why we need separate PvP and PvE profiles.
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  • AfkNinja
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    So I shouldn't die to 3 Templars plus x number of buddies.
    What I keep reading in these posts.
    Only one Templar should be able to use RD at a time and everyone else can't hit me while I am in a Jesus beam.
    Did I get it right?

    No RD should only scale from the cast point. So if you cast it at a player that's 100% health it should only do the tooltip if you cast at a 25% then it should scale from that point or the point of the cast that is. Make sense?

    This is a terrible idea, you haven't thought it through. Here's an example, if the changes you want are made it will remain scaling at the same point when fired for the full channel. This means if a Templar hits you with it when you are at 30% and you then get healed to 100% it won't matter, that beam is still hitting you for 10-15++ a tick for three more seconds. It has to scale based on health period. Your idea would make it way too powerful, IE if you hit 30% you're dead irrelevant of healing and mitigation. No thanks, it works fine as is, only needs a range nerf.

    Read some of the other threads, it's been debated to death and ZOS has already stated it's not getting changed back.
  • itscompton
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    Idinuse wrote: »
    No. WB, Snipe, cloak, Steel Tornado need to be half the tool tip DMG along with a 50% cut to all CC duration except for Templars. That'd be balanced. These are all broken, and to use the most common reverse psychology control method on this forum; "if you don't see it, you lack the minimum of common sense, are a nerd, ugly and extremely unpopular. Now you don't want that do you? So better agree with me...." ;)

    God how I despise that kind of rhetorics.

    "Low skill" worked out so fine for the healing nerf of Templars in particular, so you are trying that angle here too? :D

    I'd really would like to have a lack of skill discussion in regards, to Snipe, WB and other brainless, spammable skills. That would really be relevant.

    You clearly dont use WB its actually a pain to land on decent players give it a go in duels lmk how that works out for you. I didn't say anything about damage nerfs in fact I suggested the opposite. Leave the damage in place but dont let the dot scale from outside of execute range so if you cast it when I'm not in execute it basically doesn't execute. Snipe is snipe good players dont use it and dieing to a snipe after the initial 2 or 3 hit is like dieing to a dark flare.

    That would be fine as long as you are willing to let them also change the ability from an interruptible 3 second channel in which you are reduced to doing nothing but slowly walking into an instant ability that does all it's damage in one tick.



    Edited by itscompton on April 6, 2016 7:32PM
  • Khaos_Bane
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    LOL Fengrush get a new user name ?
  • myrrrorb14_ESO
    myrrrorb14_ESO
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    The problem in my opinion is in its current state it allows for low skill play

    This sums up 90% of the skills and play in Cyrodiil. Anyone can spam Spambush, Wrecking Blow, Snipe, Steelnade, Overload, etc. A vast majority of the players I encounter in Cyro have no skill. This skill is no different than the myriad of other mindless spamables in zergfests. There is no easy fix. Don't lose sleep over it.

    If you want skilled play, then let's hope ZOS implements arenas soon.


    90% of skills are dodgeable. can you imagine the tears if SA or WB were undodgeable?

    Or the tears if WB damage was applied as a channel over 3 ticks?

    It's a completely different type of ability with its own set of advantages and disadvantages. The only problem I see with it is that the range is long enough to get all the buffs in PvP. If it didn't reach half way across Cyrodiil it would be perfect.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    The move does 330% extra damage when the target health gets low (Seriously was 300% not good enough?)and It is practically undodgable when it hits you, either make it dodgable or lower the damage to 100% or 150% extra damage at low health because as it stands that 3.3x as much damage per second on an undodgable attack is ridiculous for any standard move in this game, Hell Radiant Destruction seems to be a better attack then soul strike which is a channel beam move but unlike Radiant Destruction, Soul Strike is an Ultimate.
    Edited by TX12001rwb17_ESO on April 6, 2016 7:49PM
  • Lightninvash
    Lightninvash
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    The ability is op in group play and denying It is like denying your own skin color. The problem in my opinion is in its current state it allows for low skill play. When its 2v2 or any XvX scenario all you see is Templars spamming radiant waiting for their buddies to even sniff you under 50%. At which point the execute hits for 9k ticks per second. My suggestion is that the ability should only scale to the point of health it is cast. So if you cast radiant and someone is 100% health it will do the tooltip damage if you cast it and someone is below 25% it will do the full 300% but if you cast it and someone is say 45% if will do the 105% or w/e that scale point is. I think this allows Zos to keep Radiant destructions damage while not allow it to be blatantly spammed.

    I'd prefer comments to be realistic we all know they will change the skill eventually the tears are flowing and like anything (Cloak,bolt,bol,DK's) the nerfs will come.
    Acknowledging this I think the degree of change is upto the community and at some point if we present a lesser nerf that fixes the problem then we may prevent Templars reverting back to lackluster pvp damage.

    ok at 50% you don't get 9k ticks per second. this is a l2p issue. the skill hits low even at 50% hp it starts gaining its strength at 30% or lower like normal executes. the only issue with it is the range it also scales while it is channeling so if you drop to 30% it will tick harder that second. IK mechanics are hard. ijs gap closer bash the whole yellow beam is a dead give away.....

    The arrogance of this community is the worst. You just assume everyone is bad dont you? I'm running 2k impen and I have been hit for 9k ticks at 40-45% health which is about 14k or so given in open world I run 30k. You didn't read the entire post otherwise you would understand the concept of XvX tied to an undodgeable ability that will instantly kill you below 30% and tick pretty strong otherwise. I'm not even sayting the damage should be reduced I'm saying if your going to call it an execute it should be used at execute range and not spammed from 100% by 3 or so Templars until their buddies knock you into 40-45% range and you just die.

    oh no I read it and same rules apply look at beam gap closer bash. if you don't do that you can always use a bow to cancel it or destro staff. and generally the people who complain about skills don't know how to counter them or die to it and hop on here. go use a Templar and show me the screen shots of being hit for 9k ticks at 50% hp because I do not buy it for one moment. you probably didn't even take 9k 1 tick probably from 2 or more.
  • timidobserver
    timidobserver
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    I don't agree with it, but the argument that RD is op in small scale/solo PvP at least makes sense. Some of the responses in this thread about it being op on large group play just blow my mind. We have videos of NBs instantly wrecking whole raids of players. One video shows 70k TV stones in one bomb, yet there are people in this thread calling a single target ability OP in group play. All it takes is one half way competent healer/support player to completely negate RD in a group setting.
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  • Joy_Division
    Joy_Division
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    Another nerf RD thread, this time from a poster with a I-am-right-and-everyone-who-disagrees-is-a-moron attitude.

    Learn the ability before pretending like you are a know-it-all. RD does not do nearly +300% damage to a target at 24% health. You want to "nerf" the ability by allowing it to do that damage it does at like 5% to 24%. If you think it is OP I promise you that you will throw your PC/Console out the window by allowing it to do that.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • superZ
    superZ
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    Could be worse. It could be instant cast, animation canceled, and endlessly spammable like many other skills in the game.

    Just imagine running around outside a keep, lagging for about 2 and three quarter seconds then unfreezing to see you were hit with 2 heavy attacks and 4 Radiant Oppressions for insta death.

    Edited by superZ on April 6, 2016 8:40PM
    XBOX 1 NA

    gt: ll super Z ll
  • Callous2208
    Callous2208
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    One time I got hit with RD on my stamplar. Couldn't locate the guy to interrupt. A self heal negated the move as I put distance between us. Another time I charged and interrupted someone casting it on me. Most of the time I just ignore it because it is cast on me at full hp. So I pop vigor, rally is already up, and ignore the magplar like they're not even there. When it hits me in large scale fights, I am also good because of my self healing as well as the crazy aoe healing from everyone else around me. I'm not even that good at pvp, and I've never been killed by RD. Not...one...time.
  • Idinuse
    Idinuse
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    90% of skills are dodgeable.
    0% channeled skills/attacks are dodgeable. Why would RD be?
    can you imagine the tears if SA or WB were undodgeable?
    Judging by the tears when RD was fixed to not being dodgeable?

    jill-greenberg-end-times-photo-2.jpg

    Ya. I can. ;)

    But why would they. They're not channeled. Besides, it doesn't apply that much to me (dodging), being a mag build. The initial gap closer CCs me, if/while I try to break free the follow up WB knocks me back and empowers the next WB, followed by an Executioner. All in less than 2 seconds while a full RD attack takes 3 seconds (no AC or Razer can change that) and if you get heals during that time, even longer, if at all successful. Many stamina builds freely refer to stam skills counters as, "anyone not using this are stupid", while doing the same when mag builds suggest you slot Purge, but I suppose Purge is as much the magic fix to stam builds as "just dodge out of it" is for mag builds. :D

    RD is still blockable though, but people don't do perma block builds now days do they, mostly the "extremely skilled" perma dodge everything builds (double tap any direction key), and now it doesn't work on a really good channeled skill, worse, a Templar Execution Skill even. GG.
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