Sallington wrote: »Make Dark Flare insta-cast when target is below 40% HP.
Remove RD, and give us back blinding flash.
Fin.
I would be completely ok with that as well.
What I'm not ok with is a low counterplay, easily applied execute that can hit you from outside gap closer range and which begins executing at half health.
By the logic of all the people talking here about how balanced RD is, the range of Impale should be raised to equal that of RD. Even if that were to happen, RD would still be the far better execute.
myrrrorb14_ESO wrote: »I would be completely ok with that as well.
What I'm not ok with is a low counterplay, easily applied execute that can hit you from outside gap closer range and which begins executing at half health.
By the logic of all the people talking here about how balanced RD is, the range of Impale should be raised to equal that of RD. Even if that were to happen, RD would still be the far better execute.
There is no other skill like radiant. So comparing anything to it is like comparing apples to wheels.
Talking about buffing other executes is a fair statement. Most of the executes feel a bit weak to me.
myrrrorb14_ESO wrote: »I would be completely ok with that as well.
What I'm not ok with is a low counterplay, easily applied execute that can hit you from outside gap closer range and which begins executing at half health.
By the logic of all the people talking here about how balanced RD is, the range of Impale should be raised to equal that of RD. Even if that were to happen, RD would still be the far better execute.
There is no other skill like radiant. So comparing anything to it is like comparing apples to wheels.
Talking about buffing other executes is a fair statement. Most of the executes feel a bit weak to me.
There are many executes in the game -- Killer Blade / Impale, Executioner, Mage's Wrath, Poison Injection, RD, etc.
They perform the same function and are therefore able to be compared directly. RD performs the best out of these by far imo.
Oh, and don't forget that op DK execute.
You have cloak. Seriously, stop exaggerating. I've never seen a nb complain about an opponent being out of range for them to react to. Are you worried the magplar is going to caltrops you?Sallington wrote: »Joy_Division wrote: »DeanTheCat wrote: »Why not make Jesus Beam take a "Snapshot" of your health on cast, like the Vampire ability "Drain Essence". That way if someone was beaming you at full HP, the beam would deal low damage throughout the channel and someone who was using it as an execute would benefit?
Couple this with changing the execute to only starting to scale from 30%, and I think it will be much better then the current Jesus Beam.
EDIT: Contextual errors.
Because that would be a noticable DPS loss and then ZoS would have to give Templar moar offensive toys to post similar DPS parses of NBs and DKs and (overloading) sorcs.
Also it is hardly ever acknowledged that the scaling damage sometimes works against the templar. It's ok for Executioner to take a "snapshot" of the target's current health because all of its damage is delivered up-front and in an instant. It is thus 100% efficient. While people on these forums who complain about Jesus Beam doing more damage as the skill is channeled, that does not always happen. If I am at 35% health and a templar used RD, I *could* actually counter the ability (instead of standing idle) and cast breath of life so my health will be at something like 60% health. Now the next tick, RD does little damage so the scaling system can work against the templar and actually be another one of the many many counters to the ability. The scaling system allows for dynamic and interesting gameplay.
.
****
As far as the other people who hate this spell, they are probably reading this and thinking to themselves, "there goes Joy again, making absurd and biased justifications again for an OP noob spell." Good. Because I think the same thing when I read them defending stuff like the new Incapacitating Strike. They have their toys which I hate, I have mine. And to Mrs. Quietus extensive list of coutners to RD, we can add one more for this patch: a scaling bone shield for those dodge roll spammers. Shield are *very* effective means to counter RD because they do exactly what you propose, prevent the skill from scaling upward against the target and thus give the target the opportunity to heal herself. But I guess it was too much trouble for people who hate this ability to think of that, let along slot it on their bars, so they would rather come to these forums and whine to ZoS and get the skill nerfed.
I've been a big user of shields as a Templar for following reasons:
- tried to have more defense to align with design intent of the Templar
- negate crit on burst attacks
- negate penetration
- as of TG patch, to stop RD spam.
Now my build has shifted but my counters to RD have not. If I die to RD, it's because I'm at 30% health, no shield and standing there not putting pressure on the templars in question.
This argument has always been concealed behind a groupplay issue. Substitute RD with any skill in 1vx situations and you'll be met with the same conclusions.
it's why we have an issue with gap closers too, on their own they mean nothing but when 5 people spam it on you it sucks.
Maybe we need to start building more tanks in pvp? Use shields? ::shrug::
Less and less people have been using sturdy builds since CP was added and soft caps were removed. They stack everything into stam or magicka and then wonder why they get melted, and cry nerf.Joy_Division wrote: »DeanTheCat wrote: »Why not make Jesus Beam take a "Snapshot" of your health on cast, like the Vampire ability "Drain Essence". That way if someone was beaming you at full HP, the beam would deal low damage throughout the channel and someone who was using it as an execute would benefit?
Couple this with changing the execute to only starting to scale from 30%, and I think it will be much better then the current Jesus Beam.
EDIT: Contextual errors.
Because that would be a noticable DPS loss and then ZoS would have to give Templar moar offensive toys to post similar DPS parses of NBs and DKs and (overloading) sorcs.
Also it is hardly ever acknowledged that the scaling damage sometimes works against the templar. It's ok for Executioner to take a "snapshot" of the target's current health because all of its damage is delivered up-front and in an instant. It is thus 100% efficient. While people on these forums who complain about Jesus Beam doing more damage as the skill is channeled, that does not always happen. If I am at 35% health and a templar used RD, I *could* actually counter the ability (instead of standing idle) and cast breath of life so my health will be at something like 60% health. Now the next tick, RD does little damage so the scaling system can work against the templar and actually be another one of the many many counters to the ability. The scaling system allows for dynamic and interesting gameplay.
.
****
As far as the other people who hate this spell, they are probably reading this and thinking to themselves, "there goes Joy again, making absurd and biased justifications again for an OP noob spell." Good. Because I think the same thing when I read them defending stuff like the new Incapacitating Strike. They have their toys which I hate, I have mine. And to Mrs. Quietus extensive list of coutners to RD, we can add one more for this patch: a scaling bone shield for those dodge roll spammers. Shield are *very* effective means to counter RD because they do exactly what you propose, prevent the skill from scaling upward against the target and thus give the target the opportunity to heal herself. But I guess it was too much trouble for people who hate this ability to think of that, let along slot it on their bars, so they would rather come to these forums and whine to ZoS and get the skill nerfed.
I've been a big user of shields as a Templar for following reasons:
- tried to have more defense to align with design intent of the Templar
- negate crit on burst attacks
- negate penetration
- as of TG patch, to stop RD spam.
Now my build has shifted but my counters to RD have not. If I die to RD, it's because I'm at 30% health, no shield and standing there not putting pressure on the templars in question.
This argument has always been concealed behind a groupplay issue. Substitute RD with any skill in 1vx situations and you'll be met with the same conclusions.
it's why we have an issue with gap closers too, on their own they mean nothing but when 5 people spam it on you it sucks.
Maybe we need to start building more tanks in pvp? Use shields? ::shrug::
I don't even run a shield on my healer. 28-30k hp, a purge slotted, and most of the time that's all it takes to react to a jesus beam. Heal up after, unless they used it at high health in which case you can laugh at them, and then laugh at all of the people on the forums pretending like it's a problem.
The people complaining want to run around in a glass cannon or bare-bones hp build for 1vXing, and/or rely on dodge as their only defense. They don't want to build tankier, they don't want to sacrifice a skill on their bar as a counter. As was said earlier, stam will have bone shield on top of everything else, and they still want jesus beam nerfed. This is one of the few times I'm glad wrobel isn't listening.Sallington wrote: »Joy_Division wrote: »DeanTheCat wrote: »Why not make Jesus Beam take a "Snapshot" of your health on cast, like the Vampire ability "Drain Essence". That way if someone was beaming you at full HP, the beam would deal low damage throughout the channel and someone who was using it as an execute would benefit?
Couple this with changing the execute to only starting to scale from 30%, and I think it will be much better then the current Jesus Beam.
EDIT: Contextual errors.
Because that would be a noticable DPS loss and then ZoS would have to give Templar moar offensive toys to post similar DPS parses of NBs and DKs and (overloading) sorcs.
Also it is hardly ever acknowledged that the scaling damage sometimes works against the templar. It's ok for Executioner to take a "snapshot" of the target's current health because all of its damage is delivered up-front and in an instant. It is thus 100% efficient. While people on these forums who complain about Jesus Beam doing more damage as the skill is channeled, that does not always happen. If I am at 35% health and a templar used RD, I *could* actually counter the ability (instead of standing idle) and cast breath of life so my health will be at something like 60% health. Now the next tick, RD does little damage so the scaling system can work against the templar and actually be another one of the many many counters to the ability. The scaling system allows for dynamic and interesting gameplay.
.
****
As far as the other people who hate this spell, they are probably reading this and thinking to themselves, "there goes Joy again, making absurd and biased justifications again for an OP noob spell." Good. Because I think the same thing when I read them defending stuff like the new Incapacitating Strike. They have their toys which I hate, I have mine. And to Mrs. Quietus extensive list of coutners to RD, we can add one more for this patch: a scaling bone shield for those dodge roll spammers. Shield are *very* effective means to counter RD because they do exactly what you propose, prevent the skill from scaling upward against the target and thus give the target the opportunity to heal herself. But I guess it was too much trouble for people who hate this ability to think of that, let along slot it on their bars, so they would rather come to these forums and whine to ZoS and get the skill nerfed.
I've been a big user of shields as a Templar for following reasons:
- tried to have more defense to align with design intent of the Templar
- negate crit on burst attacks
- negate penetration
- as of TG patch, to stop RD spam.
Now my build has shifted but my counters to RD have not. If I die to RD, it's because I'm at 30% health, no shield and standing there not putting pressure on the templars in question.
This argument has always been concealed behind a groupplay issue. Substitute RD with any skill in 1vx situations and you'll be met with the same conclusions.
it's why we have an issue with gap closers too, on their own they mean nothing but when 5 people spam it on you it sucks.
Maybe we need to start building more tanks in pvp? Use shields? ::shrug::
Less and less people have been using sturdy builds since CP was added and soft caps were removed. They stack everything into stam or magicka and then wonder why they get melted, and cry nerf.
Yup thats my argument too. I've said it before, health and defense now play a better role in this game than before. If you want to ignore it, that's fine. But don't base nerf calls on the fact you went full weapon dmg/resource and expect to run into a zerg head-on.
I run a 29k health mageblade with all impen and heavy self-heals.
The problem is not durability. The problem is that a templar can sit well outside of my range of reaction, push one button at me while I am at full health, and make it so that if I fall below 40% health, I die. In its current state, a Radiant held on a person at high health while they take fire from other players is practically a 40% max health debuff because if they reach 40% health, they get chunked by the execute crits without the ability to block or dodge the hits. RD is the only skill in the game that behaves this way.
The Xv1 arguments are also moronic. If a sorc casts mages fury/wrath while a group pummels you, all the while being able to frags/crushing shock you because they aren't locked in a channel, does that result in a situation where you miraculously live? Please.
And there's the point. What is a melee, cloakless class or a ranged character without a ranged interrupt to do?
And the sorc casting Wrath on you in an outnumbered situation is next to no pressure, even with their other incoming damage. RD applies greater damage and can't be dodged or blocked, and at just as far range.
Sallington wrote: »Make Dark Flare insta-cast when target is below 40% HP.
Remove RD, and give us back blinding flash.
Fin.
I'll take that.
I would take it too.
Except for one thing. I would like at least 1 ranged skill that can't be negated by Flappy Wings and sent back at me +20% damage + stun.
myrrrorb14_ESO wrote: »I would be completely ok with that as well.
What I'm not ok with is a low counterplay, easily applied execute that can hit you from outside gap closer range and which begins executing at half health.
By the logic of all the people talking here about how balanced RD is, the range of Impale should be raised to equal that of RD. Even if that were to happen, RD would still be the far better execute.
There is no other skill like radiant. So comparing anything to it is like comparing apples to wheels.
Talking about buffing other executes is a fair statement. Most of the executes feel a bit weak to me.
There are many executes in the game -- Killer Blade / Impale, Executioner, Mage's Wrath, Poison Injection, RD, etc.
They perform the same function and are therefore able to be compared directly. RD performs the best out of these by far imo.
Oh, and don't forget that op DK execute.
Interesting to see the amount of players actually talking against this skill today. When the first "Nerf Radiant Destruction thread was made by Lyar, I was pretty much the only one defending his point and all I heard was "slot purge" for a modest cost of 4.3k magicka and you should be allright with a 12k magicka pool while using hardened armor, igneous shield and dragon fire scale. Seems like alot of people changed their mind or they were just too scarrred to voice themselves against the templar hordes.Looks like adjusting the range is the appropriated way to address this skill.
The worst part of this fricken skill is theres always one A-hole standing way back behind 10 others chain casting it on you nonstop while the other 10 are beating on you.
Such a weak move.
Hey I'm that one A-holeI'm addicted to salt and rage tells, this is fastest way to get both >:D
Its also the quickest way to make you look like a total zergbad with absolutely no skill whatsoever. Stand way back, no recourse or risk at all, apply and just stand there. Seems legit.
Especially when the target is a fully shielded sorc with full health and resources, and your whole gameplan is to just keep it on them the entire time someone else actually fights them. Weak.
I would be completely ok with that as well.
What I'm not ok with is a low counterplay, easily applied execute that can hit you from outside gap closer range and which begins executing at half health.
By the logic of all the people talking here about how balanced RD is, the range of Impale should be raised to equal that of RD. Even if that were to happen, RD would still be the far better execute.
Roehamad_Ali wrote: »Wrobel said Templars have a house an if you walk in it , it's gonna be bad for you . Radiant just means stay off their sidewalk too . In fact stay across the street ...
myrrrorb14_ESO wrote: »I would be completely ok with that as well.
What I'm not ok with is a low counterplay, easily applied execute that can hit you from outside gap closer range and which begins executing at half health.
By the logic of all the people talking here about how balanced RD is, the range of Impale should be raised to equal that of RD. Even if that were to happen, RD would still be the far better execute.
There is no other skill like radiant. So comparing anything to it is like comparing apples to wheels.
Talking about buffing other executes is a fair statement. Most of the executes feel a bit weak to me.
There are many executes in the game -- Killer Blade / Impale, Executioner, Mage's Wrath, Poison Injection, RD, etc.
They perform the same function and are therefore able to be compared directly. RD performs the best out of these by far imo.
Oh, and don't forget that op DK execute.
25% executes are meant for pve. If a DK got one I doubt we'd see any intelligent player use it in pvp, so this is just a red herring.
The reason Jesus beam starts executing higher is because it's a channel and makes you vulnerable. As such, making it closer to melee range just increases the likelihood you get bashed. The skill is designed to be used from range following the equally 28m cast of DF, another thing that suffers the susceptibility of being interrupted. None of the nerfs people ask for (and are also unable to provide sound reasoning for) work if the skill is still a long duration channel.
How about this, all of the casts and channels can go to NBs and I'll take the low cost instant cast skills instead? I'd certainly be happy with that trade.
myrrrorb14_ESO wrote: »Purdomination33 wrote: »It's weird that you cannot dodge or block it. Are there many other skills in this came that you cannot dodge or block?
Well the root of the complaints is the one trick pony defense of dodge. People made this there main and in some cases only defense. They built their character around this central pillar of dodge out of trouble and run / counter attack. It's beautiful because it does not need to be slotted to provide defense.
Counters to dodge have been implimented (and to block, when that was everyone's easy button). They added increased cost for multiple rolls.
The thing is being able to roll dodge out of a channel was a bug and never intended. It just took them so long to fix it that everyone just excepted it that way.
myrrrorb14_ESO wrote: »I would be completely ok with that as well.
What I'm not ok with is a low counterplay, easily applied execute that can hit you from outside gap closer range and which begins executing at half health.
By the logic of all the people talking here about how balanced RD is, the range of Impale should be raised to equal that of RD. Even if that were to happen, RD would still be the far better execute.
There is no other skill like radiant. So comparing anything to it is like comparing apples to wheels.
Talking about buffing other executes is a fair statement. Most of the executes feel a bit weak to me.
There are many executes in the game -- Killer Blade / Impale, Executioner, Mage's Wrath, Poison Injection, RD, etc.
They perform the same function and are therefore able to be compared directly. RD performs the best out of these by far imo.
Oh, and don't forget that op DK execute.
25% executes are meant for pve. If a DK got one I doubt we'd see any intelligent player use it in pvp, so this is just a red herring.
The reason Jesus beam starts executing higher is because it's a channel and makes you vulnerable. As such, making it closer to melee range just increases the likelihood you get bashed. The skill is designed to be used from range following the equally 28m cast of DF, another thing that suffers the susceptibility of being interrupted. None of the nerfs people ask for (and are also unable to provide sound reasoning for) work if the skill is still a long duration channel.
How about this, all of the casts and channels can go to NBs and I'll take the low cost instant cast skills instead? I'd certainly be happy with that trade.
What about Endless Fury? That is used by the vast majority of sorcs in PvP, but it procs at 20%. Executes that proc lower than 50% are not "meant for PvE." They're plenty useful in PvP.
Heck, Impale is probably the least used execute in the game, but it is a wonderful skill which increases Swallow Soul mageblade's kill potential by a ton. It hits like a truck and applies its damage instantly, allowing it to be timed precisely between dodge rolls. It's practically a 25% max health debuff if you can hit it through those dodge rolls and block, and despite its lack of popularity in PvP, I consider it to be as near to balanced as skills can come.
Also you are no more vulnerable using RD at range than you are getting up close for a melee or shorter ranged skill, and if you become threatened.....you can stop your own channel and respond. I don't understand this channeled skill argument. Would you try to apply Inevitable Detonation in melee range? No. Don't use RD there either, and you incur little risk. But even if you do get interrupted -- god forbid! -- you can just break free from the little stun like any other cc and keep on fighting. It's not like you lost any pressure.
myrrrorb14_ESO wrote: »I would be completely ok with that as well.
What I'm not ok with is a low counterplay, easily applied execute that can hit you from outside gap closer range and which begins executing at half health.
By the logic of all the people talking here about how balanced RD is, the range of Impale should be raised to equal that of RD. Even if that were to happen, RD would still be the far better execute.
There is no other skill like radiant. So comparing anything to it is like comparing apples to wheels.
Talking about buffing other executes is a fair statement. Most of the executes feel a bit weak to me.
There are many executes in the game -- Killer Blade / Impale, Executioner, Mage's Wrath, Poison Injection, RD, etc.
They perform the same function and are therefore able to be compared directly. RD performs the best out of these by far imo.
Oh, and don't forget that op DK execute.
25% executes are meant for pve. If a DK got one I doubt we'd see any intelligent player use it in pvp, so this is just a red herring.
The reason Jesus beam starts executing higher is because it's a channel and makes you vulnerable. As such, making it closer to melee range just increases the likelihood you get bashed. The skill is designed to be used from range following the equally 28m cast of DF, another thing that suffers the susceptibility of being interrupted. None of the nerfs people ask for (and are also unable to provide sound reasoning for) work if the skill is still a long duration channel.
How about this, all of the casts and channels can go to NBs and I'll take the low cost instant cast skills instead? I'd certainly be happy with that trade.
What about Endless Fury? That is used by the vast majority of sorcs in PvP, but it procs at 20%. Executes that proc lower than 50% are not "meant for PvE." They're plenty useful in PvP.
Heck, Impale is probably the least used execute in the game, but it is a wonderful skill which increases Swallow Soul mageblade's kill potential by a ton. It hits like a truck and applies its damage instantly, allowing it to be timed precisely between dodge rolls. It's practically a 25% max health debuff if you can hit it through those dodge rolls and block, and despite its lack of popularity in PvP, I consider it to be as near to balanced as skills can come.
Also you are no more vulnerable using RD at range than you are getting up close for a melee or shorter ranged skill, and if you become threatened.....you can stop your own channel and respond. I don't understand this channeled skill argument. Would you try to apply Inevitable Detonation in melee range? No. Don't use RD there either, and you incur little risk. But even if you do get interrupted -- god forbid! -- you can just break free from the little stun like any other cc and keep on fighting. It's not like you lost any pressure.
Making a Templar CC break from an interrupt IS pressure. That's how you fight magplars and healers, you pressure their stam pool and reflect DFs. you also don't seem to have ever played Templar, or are at least not very familiar with casts/channels. Of course you're vulnerable when casting, and not just becaue of the interrupt, but the simple fact that you can't block at the same time. Every other execute can be block casted, since you're so fond of trying to compare them all.
Fair enough on the sorc execute, but I make a strong argument that it's used because it's on a delay and allows for a burst rotation. If it was instant cast like impale, not sure many would use it outside pve. You ready to argue that?
I'd also point out that you once argued NB should be allowed to continue cloaking meteor because they can't afford to block like the other three classes. You're going to have to do a much better job convincing me why RD is actually unbalanced, and that this isn't just another thread looking to have a counters/nuisances to someones build nerfed.
Should be able to dodge it. That change would have little to do with PvE and everything to do with PvP.
Should be able to dodge it. That change would have little to do with PvE and everything to do with PvP.
Absolutely not. We've been down this road before. You make it dodge able and no one will use it. There are plenty of counters to it. It really is a L2P issue, and most of those complaining here are ones who either use the Shuffle/dodge macro or want to 1vX and are upset that they lost to X.
Scrub Zheg, Jebus Beam is unbalanced because it's a Templar skill and all Templar skills have to be specially designed to fit within the limits of your Templar House™.You're going to have to do a much better job convincing me why RD is actually unbalanced, and that this isn't just another thread looking to have a counters/nuisances to someones build nerfed.
Do you see Zheg? It shall only be bad for you if you come within the house, not 40 meters away.Eric Wrobel ESO Live wrote:I want to stand in these, and like this is, this is sort of like my house and if you come into my house it's gonna be bad for you.
You choose the darkness over the light of our savior????This isn't a Templar trying to maintain an OP ability, on my healer when I have room for a dps ability I choose DF over RD. Ive never been hit by RD over the past month and thought, wow, it's way too strong and there was nothing I could do.
I run a 29k health mageblade with all impen and heavy self-heals.
The problem is not durability. The problem is that a templar can sit well outside of my range of reaction, push one button at me while I am at full health, and make it so that if I fall below 40% health, I die. In its current state, a Radiant held on a person at high health while they take fire from other players is practically a 40% max health debuff because if they reach 40% health, they get chunked by the execute crits without the ability to block or dodge the hits. RD is the only skill in the game that behaves this way.
And there's the point. What is a melee, cloakless class or a ranged character without a ranged interrupt to do?
And the sorc casting Wrath on you in an outnumbered situation is next to no pressure, even with their other incoming damage. RD applies greater damage and can't be dodged or blocked, and at just as far range.
I would be completely ok with that as well.
What I'm not ok with is a low counterplay, easily applied execute that can hit you from outside gap closer range and which begins executing at half health.
By the logic of all the people talking here about how balanced RD is, the range of Impale should be raised to equal that of RD. Even if that were to happen, RD would still be the far better execute.
Do we really need a new thread on this every few days? Hasn't this been debated to death? FFS