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Official Feedback Thread for Templars

  • boundsy88
    boundsy88
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    feedback. FIX RADIANT DESTRUCTION!!!
  • AOECAPS
    AOECAPS
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    boundsy88 wrote: »
    feedback. FIX RADIANT DESTRUCTION!!!

    L2P
  • AfkNinja
    AfkNinja
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    boundsy88 wrote: »
    feedback. FIX RADIANT DESTRUCTION!!!

    It's not broken.
  • Solariken
    Solariken
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    @Wrobel @ZOS_KNowak

    While you are fixing the jabs + Thaumaturge bug, would you also be so very kind as to allow jabs the chance to proc the 2h/DW axe bleeds? Pretty please?

    Also, could you please update the tooltip for Burning Light to indicate its cooldown? (I would also love to get some clarification on this - does the effect itself have a .5s cooldown or can it only proc on a specific target every .5s?)

    Thanks!
  • staracino_ESO
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    Solariken wrote: »
    @Wrobel @ZOS_KNowak

    While you are fixing the jabs + Thaumaturge bug, would you also be so very kind as to allow jabs the chance to proc the 2h/DW axe bleeds? Pretty please?

    Also, could you please update the tooltip for Burning Light to indicate its cooldown? (I would also love to get some clarification on this - does the effect itself have a .5s cooldown or can it only proc on a specific target every .5s?)

    Thanks!

    Why add it to the tooltip when you could just remove the cooldown and then the tooltip will be correct?
  • AfkNinja
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    Solariken wrote: »
    @Wrobel @ZOS_KNowak

    While you are fixing the jabs + Thaumaturge bug, would you also be so very kind as to allow jabs the chance to proc the 2h/DW axe bleeds? Pretty please?

    Also, could you please update the tooltip for Burning Light to indicate its cooldown? (I would also love to get some clarification on this - does the effect itself have a .5s cooldown or can it only proc on a specific target every .5s?)

    Thanks!

    Why add it to the tooltip when you could just remove the cooldown and then the tooltip will be correct?

    With no cooldown burning light could theoretically proc 4 times on the same jab for ridiculous dmg, might be a bit unfair.
  • staracino_ESO
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    I know. I was being facetious.
  • Cinbri
    Cinbri
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  • Runkorko
    Runkorko
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    AfkNinja wrote: »
    boundsy88 wrote: »
    feedback. FIX RADIANT DESTRUCTION!!!

    It's not broken.

    https://www.youtube.com/watch?v=5rdfC5nMB1s

    It`s not broken... not at all
    AOECAPS wrote: »
    boundsy88 wrote: »
    feedback. FIX RADIANT DESTRUCTION!!!

    L2P

    CANT ... is too complicated!!!
  • Zheg
    Zheg
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    AfkNinja wrote: »
    boundsy88 wrote: »
    feedback. FIX RADIANT DESTRUCTION!!!

    It's not broken.

    https://www.youtube.com/watch?v=5rdfC5nMB1s

    It`s not broken... not at all
    AOECAPS wrote: »
    boundsy88 wrote: »
    feedback. FIX RADIANT DESTRUCTION!!!

    L2P

    CANT ... is too complicated!!!

    I'm so glad you agree. And I'm glad you found a video demonstrating it isn't. 13k damage comes out to 4k dps against a glass cannon build (2.6k non crit ticks, 3.8k crits - lord have mercy! the damage!). She's already in execute range after just one cast of entropy and jesus beam because she made the poor choice to run less than 22k hp, and the second cast finishes her off. Pretty obvious she doesn't have major defensive buffs up either (no shadow skills were casted), so her spell resist is probably as paltry as her HP. Shall I stand still in a glass cannon build and die in less time to heavy attacks? Would that make you, Jules, and everyone else BSing the forums look silly?
    Edited by Zheg on May 21, 2016 1:45PM
  • Runkorko
    Runkorko
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    Zheg wrote: »
    AfkNinja wrote: »
    boundsy88 wrote: »
    feedback. FIX RADIANT DESTRUCTION!!!

    It's not broken.

    https://www.youtube.com/watch?v=5rdfC5nMB1s

    It`s not broken... not at all
    AOECAPS wrote: »
    boundsy88 wrote: »
    feedback. FIX RADIANT DESTRUCTION!!!

    L2P

    CANT ... is too complicated!!!

    I'm so glad you agree. And I'm glad you found a video demonstrating it isn't. 13k damage comes out to 4k dps against a glass cannon build (2.6k non crit ticks, 3.8k crits - lord have mercy! the damage!). She's already in execute range after just one cast of entropy and jesus beam because she made the poor choice to run less than 22k hp, and the second cast finishes her off. Pretty obvious she doesn't have major defensive buffs up either (no shadow skills were casted), so her spell resist is probably as paltry as her HP. Shall I stand still in a glass cannon build and die in less time to heavy attacks? Would that make you, Jules, and everyone else BSing the forums look silly?

    you mean 13k per second / and there are lots of videosh with same BS/ agains heavy armor builds.
  • Zheg
    Zheg
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    Zheg wrote: »
    AfkNinja wrote: »
    boundsy88 wrote: »
    feedback. FIX RADIANT DESTRUCTION!!!

    It's not broken.

    https://www.youtube.com/watch?v=5rdfC5nMB1s

    It`s not broken... not at all
    AOECAPS wrote: »
    boundsy88 wrote: »
    feedback. FIX RADIANT DESTRUCTION!!!

    L2P

    CANT ... is too complicated!!!

    I'm so glad you agree. And I'm glad you found a video demonstrating it isn't. 13k damage comes out to 4k dps against a glass cannon build (2.6k non crit ticks, 3.8k crits - lord have mercy! the damage!). She's already in execute range after just one cast of entropy and jesus beam because she made the poor choice to run less than 22k hp, and the second cast finishes her off. Pretty obvious she doesn't have major defensive buffs up either (no shadow skills were casted), so her spell resist is probably as paltry as her HP. Shall I stand still in a glass cannon build and die in less time to heavy attacks? Would that make you, Jules, and everyone else BSing the forums look silly?

    you mean 13k per second / and there are lots of videosh with same BS/ agains heavy armor builds.

    THIS is exactly why the 'forumplars' get so frustrated. I'm really not trying to be rude, but you're grossly misinformed. The cast time of jesus beam is 3 seconds with the passive active, watching the video you can CLEARLY see the ticks scrolling on the right side of the screen, and you can clearly see in the death recap that the total damage of the full cast of the first jesus beam did 13k damage - OVER THREE SECONDS. You're wrong. How can we have an intelligent discussion if people can't even make the distinction between 1 second and 3 seconds?

    And yes, lots and lots of jesus beam videos, all proven to be utter garbage as soon as they're posted and an intelligent person looks at them. I feel like I say this every other post lately, but again, show me a video where it's actually overperforming on a well-structured build and I'll come around to the best ways to tune the skill, until then - take your "1 second" logic and leave.

    I truly wonder what the heck kind of builds people are running in Cyrodiil if I can face tank multiple jesus beams at full health and you're evaporating.
    Edited by Zheg on May 21, 2016 1:56PM
  • Solariken
    Solariken
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    I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?
  • Runkorko
    Runkorko
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    Zheg wrote: »
    Zheg wrote: »
    AfkNinja wrote: »
    boundsy88 wrote: »
    feedback. FIX RADIANT DESTRUCTION!!!

    It's not broken.

    https://www.youtube.com/watch?v=5rdfC5nMB1s

    It`s not broken... not at all
    AOECAPS wrote: »
    boundsy88 wrote: »
    feedback. FIX RADIANT DESTRUCTION!!!

    L2P

    CANT ... is too complicated!!!

    I'm so glad you agree. And I'm glad you found a video demonstrating it isn't. 13k damage comes out to 4k dps against a glass cannon build (2.6k non crit ticks, 3.8k crits - lord have mercy! the damage!). She's already in execute range after just one cast of entropy and jesus beam because she made the poor choice to run less than 22k hp, and the second cast finishes her off. Pretty obvious she doesn't have major defensive buffs up either (no shadow skills were casted), so her spell resist is probably as paltry as her HP. Shall I stand still in a glass cannon build and die in less time to heavy attacks? Would that make you, Jules, and everyone else BSing the forums look silly?

    you mean 13k per second / and there are lots of videosh with same BS/ agains heavy armor builds.

    THIS is exactly why the 'forumplars' get so frustrated. I'm really not trying to be rude, but you're grossly misinformed. The cast time of jesus beam is 3 seconds with the passive active, watching the video you can CLEARLY see the ticks scrolling on the right side of the screen, and you can clearly see in the death recap that the total damage of the full cast of the first jesus beam did 13k damage - OVER THREE SECONDS. You're wrong. How can we have an intelligent discussion if people can't even make the distinction between 1 second and 3 seconds?

    And yes, lots and lots of jesus beam videos, all proven to be utter garbage as soon as they're posted and an intelligent person looks at them. I feel like I say this every other post lately, but again, show me a video where it's actually overperforming on a well-structured build and I'll come around to the best ways to tune the skill, until then - take your "1 second" logic and leave.

    I truly wonder what the heck kind of builds people are running in Cyrodiil if I can face tank multiple jesus beams at full health and you're evaporating.

    I agree (is over 2.8 sec, on book) In cyro you run (usualy) with 200-500ms ping / this give you less than one second to counter the dmg you recieve form skill which require zero skills to be use, is not afected by lag, is stackable / you can have multy beams on you/ is bufed from both Elemental Expert and Thaumarutge / because DoT/, have huge range, cant be breaked if you go LoS. is Execute, grant ultimate on use and is afected by might of the guild bonus. No mate, is not broken, is broken like ***. I dont mind if zos keep it this way. mTemplars need some love i agree. But lets not deny the facts.
    Zheg wrote: »
    .

    I truly wonder what the heck kind of builds people are running in Cyrodiil if I can face tank multiple jesus beams at full health and you're evaporating.

    Is not true and you know it. How long you stay at full hp in Cyro :wink:
    Edited by Runkorko on May 21, 2016 2:38PM
  • Zheg
    Zheg
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    Solariken wrote: »
    I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?

    You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.

    If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.
  • Zheg
    Zheg
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    Zheg wrote: »
    Zheg wrote: »
    AfkNinja wrote: »
    boundsy88 wrote: »
    feedback. FIX RADIANT DESTRUCTION!!!

    It's not broken.

    https://www.youtube.com/watch?v=5rdfC5nMB1s

    It`s not broken... not at all
    AOECAPS wrote: »
    boundsy88 wrote: »
    feedback. FIX RADIANT DESTRUCTION!!!

    L2P

    CANT ... is too complicated!!!

    I'm so glad you agree. And I'm glad you found a video demonstrating it isn't. 13k damage comes out to 4k dps against a glass cannon build (2.6k non crit ticks, 3.8k crits - lord have mercy! the damage!). She's already in execute range after just one cast of entropy and jesus beam because she made the poor choice to run less than 22k hp, and the second cast finishes her off. Pretty obvious she doesn't have major defensive buffs up either (no shadow skills were casted), so her spell resist is probably as paltry as her HP. Shall I stand still in a glass cannon build and die in less time to heavy attacks? Would that make you, Jules, and everyone else BSing the forums look silly?

    you mean 13k per second / and there are lots of videosh with same BS/ agains heavy armor builds.

    THIS is exactly why the 'forumplars' get so frustrated. I'm really not trying to be rude, but you're grossly misinformed. The cast time of jesus beam is 3 seconds with the passive active, watching the video you can CLEARLY see the ticks scrolling on the right side of the screen, and you can clearly see in the death recap that the total damage of the full cast of the first jesus beam did 13k damage - OVER THREE SECONDS. You're wrong. How can we have an intelligent discussion if people can't even make the distinction between 1 second and 3 seconds?

    And yes, lots and lots of jesus beam videos, all proven to be utter garbage as soon as they're posted and an intelligent person looks at them. I feel like I say this every other post lately, but again, show me a video where it's actually overperforming on a well-structured build and I'll come around to the best ways to tune the skill, until then - take your "1 second" logic and leave.

    I truly wonder what the heck kind of builds people are running in Cyrodiil if I can face tank multiple jesus beams at full health and you're evaporating.

    I agree (is over 2.8 sec, on book) In cyro you run (usualy) with 200-500ms ping / this give you less than one second to counter the dmg you recieve form skill which require zero skills to be use, is not afected by lag, is stackable / you can have multy beams on you/ is bufed from both Elemental Expert and Thaumarutge / because DoT/, have huge range, cant be breaked if you go LoS. is Execute, grant ultimate on use and is afected by might of the guild bonus. No mate, is not broken, is broken like ***. I dont mind if zos keep it this way. mTemplars need some love i agree. But lets not deny the facts.

    I continue my argument for you being grossly misinformed. Your post literally shouts that you don't play magplar.
    1. Reaction time in pvp is typically 1 second or less. Many people can kill you from full health in a 1 second burst rotation, or stealth gank. If you can't react in this time threshold, your problems with jesus beam should be extended to every other threatening skill
    2. You can have multiple beams on you, which makes the purge, purify, cloak, and LoS counters even more efficient. If I had multiple frags on me, since I'm not a DK I'd likely be in big trouble and have a hard time surviving that.
    3. Jesus beam does indeed double dip. I truly wonder how people allocate their champ points, because if you aren't putting points into thick skinned, that's on you. It affects jesus beam, most ultimates, most DK skills, sweeps/jabs, etc. etc.
    4. The range is the same as every other ranged ability. Dark flare, frags, sorc execute, funnel health, javelin, etc. etc. LoS does indeed break the beam, the situations where it's clunky/buggy is not the skill's fault, that's ZoS coding and/or lag.
    5. "Affected by might of the guild bonus" - wut? Do you know how empower works? On a channel like jesus beam it will affect the first tick of damage, much like it does with sweeps/jabs. If you empower a skill like dark flare or frags, then the entire damage will be empowered.

    So yes, I agree, let's not deny the facts.
  • Runkorko
    Runkorko
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    Zheg wrote: »
    [*] "Affected by might of the guild bonus" - wut? Do you know how empower works? On a channel like jesus beam it will affect the first tick of damage, much like it does with sweeps/jabs. If you empower a skill like dark flare or frags, then the entire damage will be empowered.
    [/list]

    It afect 1st tick which is enough if target is below 30% hp.Sweeps/jabs dont recieve 300%^dmg bonus. Countered by SPAM purge ? RLY? Why look at all from ZERG perespective? How many healer you will have. Because DD can spam Beam but if you have healer spam purge and rely on hots ... you have no heal. Or you have one less. I see ppl melted from beams since beta. And not because no resist or no skill. Is because is the mosta lazy high dmg long range *** ass execute in game. This + giving it to the best suited healer class in game is game breaking enough. And once again dont look at all form zerg perespective. Not every grp have 2 purge spamers and 3 main healers. (and i hope you know what global cd is)

    And yes my main is not templar but i do lvl one. to v7 (in cyro mostly) so i know how balanced this skill is :)
    Edited by Runkorko on May 21, 2016 3:12PM
  • Solariken
    Solariken
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    Zheg wrote: »
    Solariken wrote: »
    I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?

    You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.

    If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.

    @Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.

    My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.
  • Runkorko
    Runkorko
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    Solariken wrote: »
    Zheg wrote: »
    Solariken wrote: »
    I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?

    You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.

    If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.

    @Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.

    My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.

    and now with new set, even stamplars will have aces to it. with no penalty.
  • Zheg
    Zheg
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    Solariken wrote: »
    Zheg wrote: »
    Solariken wrote: »
    I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?

    You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.

    If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.

    @Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.

    My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.

    I put it on my bar thursday night for the first time in weeks. It's fun to get the KB, but as you say, the only time I'd get the KB is if someone was being focused down by multiple people in my group, and in reality they would have died with or without my jesus beam on them.

    The reason you see so many people spamming it is because baddies, and because all of the #nerfjesusbeam threads make people think it's OP. You also see so much jesus beam because it's a good skill to put on your bar if you're a healer that will allow you to do mediocre damage while not taking up too much bar space. I'd argue I see just as many dark flares as I do jesus beams. Templars don't have ranged options other than those two abilities, and go ahead and try using dark flare on the many DKs running around. This patch is terrible to play templar in melee range because you get rooted and die, plain and simple. So they will sit in the back and spam dark flare or jesus beam, because that's all they can do without dying. Fix rapid maneuvers and you'd see something different.

    Anyway, the point I was making is that if you're running in a group and have someone capable of keeping you at high health, jesus beam does jack. Truth. For context, earlier this week I was trying to provoke a fight from yellow and put siege on roebeck. I was standing right by the wall away from most of my group to siege and had 3 jesus beams on me at all times, plus all of the bowtard snipes and other garbage. I was fine. Joy was in my group at the time and jokingly said something like "watch out Zheg, there are jesus beams on you!" because he's also spent a lot of time debunking the poor arguments made on the topic.
    Edited by Zheg on May 21, 2016 3:29PM
  • Zheg
    Zheg
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    Solariken wrote: »
    Zheg wrote: »
    Solariken wrote: »
    I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?

    You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.

    If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.

    @Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.

    My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.

    and now with new set, even stamplars will have aces to it. with no penalty.

    you're making my brain hurt. please stahp.
  • Runkorko
    Runkorko
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    Zheg wrote: »
    Solariken wrote: »
    Zheg wrote: »
    Solariken wrote: »
    I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?

    You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.

    If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.

    @Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.

    My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.

    and now with new set, even stamplars will have aces to it. with no penalty.

    you're making my brain hurt. please stahp.

    dont blame me!
    https://us.v-cdn.net/5020507/uploads/FileUpload/b5/dd0c75634b11b5789c9c1d9a93736c.png
  • AOECAPS
    AOECAPS
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    Solariken wrote: »
    Zheg wrote: »
    Solariken wrote: »
    I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?

    You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.

    If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.

    @Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.

    My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.

    and now with new set, even stamplars will have aces to it. with no penalty.
    Not going to be worth it no need to worry
  • Runkorko
    Runkorko
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    AOECAPS wrote: »
    Solariken wrote: »
    Zheg wrote: »
    Solariken wrote: »
    I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?

    You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.

    If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.

    @Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.

    My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.

    and now with new set, even stamplars will have aces to it. with no penalty.
    Not going to be worth it no need to worry

    Not worried at all, here are already ppl testing worthy builds with this set. And there is no need to be sarcastic :wink:
  • Joy_Division
    Joy_Division
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    ✭✭✭✭✭
    Solariken wrote: »
    I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?

    Not really since cleansing RD takes even less skill than using it, especially from a group purgeBot.

    I disagree that this skill is godmode in group play. If my groupmate is getting Jesus Beamed, one of my favorite things to do is to nuke the defenseless templar. If I get the prox det timing right, it's not too difficult of a kill.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • danno8
    danno8
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    ✭✭✭✭✭
    AOECAPS wrote: »
    Solariken wrote: »
    Zheg wrote: »
    Solariken wrote: »
    I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?

    You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.

    If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.

    @Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.

    My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.

    and now with new set, even stamplars will have aces to it. with no penalty.
    Not going to be worth it no need to worry

    Not worried at all, here are already ppl testing worthy builds with this set. And there is no need to be sarcastic :wink:

    The Stamplar using that set could indeed have 5000 WD and SD at the same time. But that Stamplar is missing 25-30k Magicka (which is about the equivalent of 2500-3000 SD), so RD will have terrible damage, and the base cost is as high as BoL. Stamplar would be nuts to use this over Executioner.
  • cpuScientist
    cpuScientist
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    We got QQ about RD now. Geez.... RD is strong but not godlike. It the only real burst templars have and it basically roots them
  • Kattemynte
    Kattemynte
    ✭✭✭
    danno8 wrote: »
    AOECAPS wrote: »
    Solariken wrote: »
    Zheg wrote: »
    Solariken wrote: »
    I understand why mTemplars want to defend Radiant Destruction against the haters. It's a super unique execute and not OP in any way in a 1v1. But in group play, that ability is godmode. One wish/request I have is that if the beam is cleansed/purged, the beaming Templar gets interrupted just like they would if they were bashed while casting. This would at least provide 1-2 seconds for the victim to retaliate or reposition, rather than being spammed over and over. What do you guys think? Fair?

    You could literally never cast that skill in a large fight with that change. Groups are purging constantly because of overtuned siege and the permaroot/snare meta. Interrupts require targetting and a handful of specific skills, or a melee ranged bash because interrupt more or less acts like a hard CC and leaves you unbalanced so you take added damage from multiple passives.

    If you're talking group play, I completely disagree. The only time people in my group die to jesus beam is if they're too far away from heals and purges. You have an 'easier' time with jesus beam if you have allies in a group because they can help ensure you stay in jesus beam's laughable-damage range without even needing to be a dedicated healer.

    @Zheg you're crazy man. Why do you think so many Templars spam it so constantly in group play? It's because if the target HP dips into the 40ish% range, they will most likely melt in an instant. If a friendly Templar has a beam active on an enemy, all I have to do is my basic opening rotation of bow med > Poison Injection > Javelin and it's good game, good night for most targets.

    My primary balance concerns with it are the incredibly low risk at range and the spam-friendly nature of it in addition to it also being immune to dodge. I definitely think being weak to cleanse is a proper trade-off.

    and now with new set, even stamplars will have aces to it. with no penalty.
    Not going to be worth it no need to worry

    Not worried at all, here are already ppl testing worthy builds with this set. And there is no need to be sarcastic :wink:

    The Stamplar using that set could indeed have 5000 WD and SD at the same time. But that Stamplar is missing 25-30k Magicka (which is about the equivalent of 2500-3000 SD), so RD will have terrible damage, and the base cost is as high as BoL. Stamplar would be nuts to use this over Executioner.

    And to add to it RD is spell damage, therefore uses spell crit and the new set does not increase your crit for both so it will be critting on the rare occasion.
  • cpuScientist
    cpuScientist
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    People.saying that if mor Ethan one Templar uses this skill on you you die. Sure but what's the point of that statement really. Bunch of sorcs using frags even hard casted or NB using swallow or DK whipping or any weapon spammable WHATEVER spammable skill will kill you. So that's really a silly argument.

    In 1v1 it's not OP to the point that's its almost not really used. I duel and play as Templar and I rarely ever see or use it in much 1v1 once they start that it's begging for a cc. In group zergs I do see it use it hunting for near death people to Oppress in a radiant manner. I don't and good players don't start using it at 100% health on a target. It's used on near deaths, and it can be block healed through and then cc, or LOS. That is it. Some people take it and start rolling, cause they still have not learned that it's not gonna work. However I see NB doing the same with their execute and Sorcs (not much anymore with the bug currently on it)

    Also in zergs play everything that kills is not deadly, the quality of the skill use is not what kills players its the quantity of people using it. If enough people spam it entropy will kill you.

    And finally the only class that is OP in PvP that have a real marked advantage is NB, they are the ones with a leg up. I stopped playing mine because in zergs it was so easy to just pick off stragglers and those on he side, in 1v1 using invisibility cloak is also very strong. Cloak in any sort of PvP is always going to present a problem.

    My point is Radiant is strong but it near roots you. Can be interrupted, blocking negates it. A true L2P issue if there ever was one.
  • staracino_ESO
    staracino_ESO
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    I use radiant on 100% health targets because it applies the current best debuff: Blind Rage.
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