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Nerf radiant destruction

  • me_ming
    me_ming
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    Axorn wrote: »
    And i know templars are going to QQ in here like they always do since launch, i think templars QQ more than playing their game on forums, templar was always a powerful class but they QQed non stop and ZoS gave you a OP kill button it was like STF*U

    I'm sorry the "Nerf please" sounds more of QQ to me. lol. Are you a templar?

    RD is here to stay learn to counter it. and FYI, RD has always had that execute. Nothing has and will change. There is always the uninstall option for you bud.
    Edited by me_ming on June 10, 2016 3:36PM
    "We're heroes, my boon companion, and heroes always win! Let that be a lesson to you."
    -Caldwell, "The Final Assault"

    "There is always a choice. But you don't get to choose what is true, you only get to choose what you will do about it..."

    -Abnur Tharn, "God of Schemes"]
  • idk
    idk
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    Have yet to be killed by RD unless I was already at low health. Fine threads advocating nerfing the skill humorous.
  • Korah_Eaglecry
    Korah_Eaglecry
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    Its always funny how every class is OP when you have to face them and you get spanked. If the people constantly calling for nerfs stopped and put a little common sense into what they complain about. They'd realize according to their logic every class, but theres is OP....And if thats the case, then its not that the other classes are OP but that one class is just underpowered and needs some buffs. So why arent they asking for buffs? Because they know they dont actually need them, and the other classes dont actually need a nerf.
    Edited by Korah_Eaglecry on June 10, 2016 3:47PM
    Penniless Sellsword Company
    Captain Paramount - Jorrhaq Vhent
    Korith Eaglecry * Enrerion Aedihle * Laerinel Rhaev * Caius Berilius * Seylina Ithvala * H'Vak the Grimjawl
    Tenarei Rhaev * Dazsh Ro Khar * Yynril Rothvani * Bathes-In-Coin * Anaelle Faerniil * Azjani Ma'Les
    Aban Shahid Bakr * Kheshna gra-Gharbuk * Gallisten Bondurant * Etain Maquier * Atsu Kalame * Faulpia Severinus
    What is better, to be born good, or to overcome your evil nature through great effort? - Paarthurnax
  • Soleya
    Soleya
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    I main as a Stam NB, but also have a Templar alt that I started playing a few months ago.

    It saddens me every time people ask for nerfs. All nerfing does is ruin the game for everyone. Instead of complaining about a skill being OP, suggest ways to counter it (if none exist). Dark Cloak was nerfed due to all the complaints, and yet it was easily countered by piercing mark, potions, etc. In fact I rarely ever used it on my NB cause I found it rarely ever worked out well for me.

    RD has multiple counters. If you are a bow wielder, use Venom Arrow to interrupt. If you are a NB use Ambush. 1H and Shield can use Shield Charge. Destro staff can use Crushing Shock. 2H has Rush ability. All of those will stop the RD attack.

    And of all the ranged attacks, RD is the easiest to spot when and where it's coming from. Huge bright beam tells you exactly who you need to interrupt.
  • idk
    idk
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    Recall a former guildie that used to complain how hard it was to kill Templars while on his sorc (6 months into the game).

    1 year into the game sorc shield stacking came into play. He complained about his OP Templars were while he was surviving 1v6 due to his shield stacking.

    Yes, he complained about DKs and NBs (except when he was on his NB.
  • Volkodav
    Volkodav
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    Stop the Nerfing!!!!
  • Ballzy321
    Ballzy321
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    If ne thing reduce the range. Tired of Templars hiding way in the back only casting rd with a range of what feels like 30 m
  • Pomaikai
    Pomaikai
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    NikaTheCat wrote: »
    People really need to have some constructive arguments when they ask to nerf something. Arguments like "This skill is OP, nerf it!" are just empty words. You really have to give us some evidence and explanation why the said skill is OP. If you do not, people will just agree or disagree, but things will never change.
    I do think that Jesus Beam is a strong execute, probably the strongest in the game, however I don't think it needs a nerf. My opinion about it does not matter, however. If somebody provided some constructive evidence then my opinion could change. The same goes for ZOS. If you want change, you should prepare some arguments to back up your statements. Random videos and death recaps are also worthless without context.

    Let's discuss the provided evidence of Jesus Beam OP-ness (innuendo implied):
    Dubhliam wrote: »

    Here we see all the executes compared. Radiant Destruction clearly wins. However, we can just dismiss this evidence, because there is just too little information provided.

    But why Mr. Cat? Are you blind? You can see that the Jesus beam is OP!!

    Well I'm glad you asked, Billy. There are several problems with this test:
    • 4 executes are performed by 3 different characters. This is of course inevitable, because 3 of the executes are exclusive class abilities. But to actually compare the skills all the testing attackers have to use the same gear, CP and ideally have the same race (or disable racial passives). The chars in the video may well be using the similar builds, but we just don't know that. How can we know that the first 2 characters were not using lvl 1 white gear and no CP? I'm exaggerating for the sake of an argument.
    • The max health of the victim in the Jesus Beam example is less than in other examples. This suggests that the build has changed, if only slightly. Again not really fair, as we don't see what changed.
    • The Jesus Beam example is the only one that has a Major Sorcery buff applied before it via Structured Entropy AND the Empower buff (20% more damage to the next attack) via Mages Guild passive Might of the Guild. I mean, seriously, what is up with that? :D

    Another evidence
    Bashev wrote: »
    I play with 7 heavy 36k resistance buffed, 2k critical resistance. Please check the damage of this OP skill.keFXRX4.jpg
    Uf8wgGz.jpg
    tFl62cN.jpg

    Eat this Mr. Cat. Disprove the 17,5k Jesus Beam!

    Well, you see, Billy, it's 17,5k over time , not 17,5k burst. We can't really tell how long the Beam lasted in the 1st and the 3rd picture, but we can assume that the 2nd picture shows a full finished 3 second Jesus Beam, because it is followed by another one after. It could have been cancelled of course, but we can't tell that.
    If we assume it wasn't cancelled, then it is 12,5k damage over 3 seconds, which is ~4k DPS. 4k DPS is very low.
    Also we must mention that the victim has at least 3 people kicking on him/her at the same time. If one of them casts a Radiant while others are keeping him/her at low health, it's no wonder that RD (or any other execute) hits hard. It's what executes are meant for.

    Also I have one question that I don't know the answer to. Does death recap show only the damage you recieved or the full damage of an ability. What I mean to ask is, if I have a 2k health left and Bumnog hits me in the face with his bare fist for 10k damage, do I see 2k damage in my death recap or 10k?

    Why you see 10K, Mr. Wizard! In fact, if you have a single solitary HP left and are nailed by a Jeebus Beam, then you'll probably see a death recap of that 17.5K or even HIGHER damage. You had nothing left to slow it down, or stop it. It nailed you at the full 300% increased damage. Sure, it only did a single HP in actual damage, but it sure does look impressive and scary to the person who died. And guess what? We Templars like it that way. Why? Because it makes you fear the Beam. It's the single greatest Fear debuff in the entire game. A few well placed Templars can slow a fast moving Zerg Train to a screeching halt by Beaming the crap out of the people in the front. It's not going to kill them, unless they were already low health from something else. Heck, it's probably not even going to hurt them. It is however going to scare the bejeezus out of some people, and they will stop. They will roll dodge. They will run backwards out of range. And by then? The whole Zerg Train has been derailed, and a proper defense with siege weapons can be mounted. Even by a much smaller force.

    And to be honest? That's probably why so many want it nerfed.
  • Cambion
    Cambion
    Stop nerfing things in the game, Templars and Nightblades are the most complete classes, bring the other classes up to their level.

    Please STOP nerfing.
  • The_Lex
    The_Lex
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    Ballzy321 wrote: »
    If ne thing reduce the range. Tired of Templars hiding way in the back only casting rd with a range of what feels like 30 m

    They have to be "way in the back" because Wrobel's vision for the class is for them to "stay in their house." It's kind of hard to always be moving forward on the battle line when you have to lay down a house in order to survive.

    Edited by The_Lex on June 10, 2016 7:15PM
  • Pomaikai
    Pomaikai
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    Ballzy321 wrote: »
    If ne thing reduce the range. Tired of Templars hiding way in the back only casting rd with a range of what feels like 30 m

    They have to be "way in the back" because Wrobel's vision for the class is to "stay in their house." It's kind of hard to always be moving forward on the battle line when you have to lay down a house in order to survive.

    As per the Devs, we are working as intended in this way. This is what @Wroebel wants us to do.
  • The_Lex
    The_Lex
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    Pomaikai wrote: »
    Ballzy321 wrote: »
    If ne thing reduce the range. Tired of Templars hiding way in the back only casting rd with a range of what feels like 30 m

    They have to be "way in the back" because Wrobel's vision for the class is to "stay in their house." It's kind of hard to always be moving forward on the battle line when you have to lay down a house in order to survive.

    As per the Devs, we are working as intended in this way. This is what @Wroebel wants us to do.

    Exactly. People QQ over RD being cast from a distance forget that Wrobel made it so Templars have to be relatively stationary despite the fact that battle lines are constantly moving.

    Edited by The_Lex on June 10, 2016 7:22PM
  • leepalmer95
    leepalmer95
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    Pomaikai wrote: »
    Ballzy321 wrote: »
    If ne thing reduce the range. Tired of Templars hiding way in the back only casting rd with a range of what feels like 30 m

    They have to be "way in the back" because Wrobel's vision for the class is to "stay in their house." It's kind of hard to always be moving forward on the battle line when you have to lay down a house in order to survive.

    As per the Devs, we are working as intended in this way. This is what @Wroebel wants us to do.

    Exactly. People QQ over RD being cast from a distance forget that Wrobel made it so Templars have to be relatively stationary despite the fact that battle lines are constantly moving.

    They also increased to time which you buff last when your out of it's range. Just slot elusive mist like dk's have to for mobility.

    Limited mobility is not an excuse for that long range execute.

    They need to reduce the range, start scaling at 30% and stop it going through dodge roll.

    They it'll actually be an execute, these changes won't even effect the good templars only the baddies who zerg and spam it at full hp. People who actually use it as an execute will be fine.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Korah_Eaglecry
    Korah_Eaglecry
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    I main as a Stam NB, but also have a Templar alt that I started playing a few months ago.

    It saddens me every time people ask for nerfs. All nerfing does is ruin the game for everyone. Instead of complaining about a skill being OP, suggest ways to counter it (if none exist). Dark Cloak was nerfed due to all the complaints, and yet it was easily countered by piercing mark, potions, etc. In fact I rarely ever used it on my NB cause I found it rarely ever worked out well for me.

    RD has multiple counters. If you are a bow wielder, use Venom Arrow to interrupt. If you are a NB use Ambush. 1H and Shield can use Shield Charge. Destro staff can use Crushing Shock. 2H has Rush ability. All of those will stop the RD attack.

    And of all the ranged attacks, RD is the easiest to spot when and where it's coming from. Huge bright beam tells you exactly who you need to interrupt.

    Its always the idiots that complain. At least newbs can be forgiven for not knowing better and usually once theyre educated on the whole matter dont complain any more. Its the people that refuse to adapt that make it hard for everyone else.
    Penniless Sellsword Company
    Captain Paramount - Jorrhaq Vhent
    Korith Eaglecry * Enrerion Aedihle * Laerinel Rhaev * Caius Berilius * Seylina Ithvala * H'Vak the Grimjawl
    Tenarei Rhaev * Dazsh Ro Khar * Yynril Rothvani * Bathes-In-Coin * Anaelle Faerniil * Azjani Ma'Les
    Aban Shahid Bakr * Kheshna gra-Gharbuk * Gallisten Bondurant * Etain Maquier * Atsu Kalame * Faulpia Severinus
    What is better, to be born good, or to overcome your evil nature through great effort? - Paarthurnax
  • ArchMikem
    ArchMikem
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    The skill is an executioner, same as Mage's Wrath. The damage increases the lower health you are. I'd say the simple solution is don't allow yourself to drop low enough for that to happen. I don't see people complaining about Mage's Wrath.

    But honestly though, I rely on abilities like this to even feel like a contributing player to my faction in Cyrodiil. The way my character is, I cannot win a stand up fight by myself. Way too many Vampire Nightblades and Wrecking Blow spammers.
    CP2,000 Master Explorer - AvA One Star General - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • SirDopey
    SirDopey
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    Bashev wrote: »
    Bashev wrote: »
    I play with 7 heavy 36k resistance buffed, 2k critical resistance. Please check the damage of this OP skill.keFXRX4.jpg
    Uf8wgGz.jpg
    tFl62cN.jpg
    NikaTheCat wrote: »
    People really need to have some constructive arguments when they ask to nerf something. Arguments like "This skill is OP, nerf it!" are just empty words. You really have to give us some evidence and explanation why the said skill is OP. If you do not, people will just agree or disagree, but things will never change.
    I do think that Jesus Beam is a strong execute, probably the strongest in the game, however I don't think it needs a nerf. My opinion about it does not matter, however. If somebody provided some constructive evidence then my opinion could change. The same goes for ZOS. If you want change, you should prepare some arguments to back up your statements. Random videos and death recaps are also worthless without context.

    Let's discuss the provided evidence of Jesus Beam OP-ness (innuendo implied):
    Dubhliam wrote: »

    Here we see all the executes compared. Radiant Destruction clearly wins. However, we can just dismiss this evidence, because there is just too little information provided.

    But why Mr. Cat? Are you blind? You can see that the Jesus beam is OP!!

    Well I'm glad you asked, Billy. There are several problems with this test:
    • 4 executes are performed by 3 different characters. This is of course inevitable, because 3 of the executes are exclusive class abilities. But to actually compare the skills all the testing attackers have to use the same gear, CP and ideally have the same race (or disable racial passives). The chars in the video may well be using the similar builds, but we just don't know that. How can we know that the first 2 characters were not using lvl 1 white gear and no CP? I'm exaggerating for the sake of an argument.
    • The max health of the victim in the Jesus Beam example is less than in other examples. This suggests that the build has changed, if only slightly. Again not really fair, as we don't see what changed.
    • The Jesus Beam example is the only one that has a Major Sorcery buff applied before it via Structured Entropy AND the Empower buff (20% more damage to the next attack) via Mages Guild passive Might of the Guild. I mean, seriously, what is up with that? :D

    Another evidence
    Bashev wrote: »
    I play with 7 heavy 36k resistance buffed, 2k critical resistance. Please check the damage of this OP skill.keFXRX4.jpg
    Uf8wgGz.jpg
    tFl62cN.jpg

    Eat this Mr. Cat. Disprove the 17,5k Jesus Beam!

    Well, you see, Billy, it's 17,5k over time , not 17,5k burst. We can't really tell how long the Beam lasted in the 1st and the 3rd picture, but we can assume that the 2nd picture shows a full finished 3 second Jesus Beam, because it is followed by another one after. It could have been cancelled of course, but we can't tell that.
    If we assume it wasn't cancelled, then it is 12,5k damage over 3 seconds, which is ~4k DPS. 4k DPS is very low.
    Also we must mention that the victim has at least 3 people kicking on him/her at the same time. If one of them casts a Radiant while others are keeping him/her at low health, it's no wonder that RD (or any other execute) hits hard. It's what executes are meant for.

    Also I have one question that I don't know the answer to. Does death recap show only the damage you recieved or the full damage of an ability. What I mean to ask is, if I have a 2k health left and Bumnog hits me in the face with his bare fist for 10k damage, do I see 2k damage in my death recap or 10k?

    How many executioners can you land on me in 3 seconds? I doubt you can land more than 2 in the best scenario. Did you check the damage of the executioner in my death recap? Jesus beam is cancer in Cyroddiil.

    The Executioner hits in your re-cap are most likely low as you weren't yet at execution range. After being hit by the executioner ability you became ripe to be executed, which is where RD tore you a new ass. Post death recaps is such a bs way of evaluating what killed you and whether its OP. It dismisses two very important points, A: RD death recap is accumulated (ie it shows the total damage from RD not the final ticks) B. The final, and always very strong tick, gets shown in death recap for its full amount - what this means is, if you have 1k health left and you get hit by a RD tick, its most likely going to tick for 12 - 20K damage and show that in your recap. However, if you weren't already so close to death, it would never have hit that hard in the first place.

    The skill is a finisher, if you don't want to be finished by it fight strategically so you can get out of its line of sight
    NA PC | AD
    xx Doc Holliday xx
  • Sharee
    Sharee
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    When you don't see nightblades spamming killer's blade on full health enemies, don't see sorcerers spamming mage's wrath on full health enemies, but templars spamming RD on full health enemies are a dime dozen, you know something isn't right.
  • NikaTheCat
    NikaTheCat
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    Pomaikai wrote: »
    NikaTheCat wrote: »
    People really need to have some constructive arguments when they ask to nerf something. Arguments like "This skill is OP, nerf it!" are just empty words. You really have to give us some evidence and explanation why the said skill is OP. If you do not, people will just agree or disagree, but things will never change.
    I do think that Jesus Beam is a strong execute, probably the strongest in the game, however I don't think it needs a nerf. My opinion about it does not matter, however. If somebody provided some constructive evidence then my opinion could change. The same goes for ZOS. If you want change, you should prepare some arguments to back up your statements. Random videos and death recaps are also worthless without context.

    Let's discuss the provided evidence of Jesus Beam OP-ness (innuendo implied):
    Dubhliam wrote: »

    Here we see all the executes compared. Radiant Destruction clearly wins. However, we can just dismiss this evidence, because there is just too little information provided.

    But why Mr. Cat? Are you blind? You can see that the Jesus beam is OP!!

    Well I'm glad you asked, Billy. There are several problems with this test:
    • 4 executes are performed by 3 different characters. This is of course inevitable, because 3 of the executes are exclusive class abilities. But to actually compare the skills all the testing attackers have to use the same gear, CP and ideally have the same race (or disable racial passives). The chars in the video may well be using the similar builds, but we just don't know that. How can we know that the first 2 characters were not using lvl 1 white gear and no CP? I'm exaggerating for the sake of an argument.
    • The max health of the victim in the Jesus Beam example is less than in other examples. This suggests that the build has changed, if only slightly. Again not really fair, as we don't see what changed.
    • The Jesus Beam example is the only one that has a Major Sorcery buff applied before it via Structured Entropy AND the Empower buff (20% more damage to the next attack) via Mages Guild passive Might of the Guild. I mean, seriously, what is up with that? :D

    Another evidence
    Bashev wrote: »
    I play with 7 heavy 36k resistance buffed, 2k critical resistance. Please check the damage of this OP skill.keFXRX4.jpg
    Uf8wgGz.jpg
    tFl62cN.jpg

    Eat this Mr. Cat. Disprove the 17,5k Jesus Beam!

    Well, you see, Billy, it's 17,5k over time , not 17,5k burst. We can't really tell how long the Beam lasted in the 1st and the 3rd picture, but we can assume that the 2nd picture shows a full finished 3 second Jesus Beam, because it is followed by another one after. It could have been cancelled of course, but we can't tell that.
    If we assume it wasn't cancelled, then it is 12,5k damage over 3 seconds, which is ~4k DPS. 4k DPS is very low.
    Also we must mention that the victim has at least 3 people kicking on him/her at the same time. If one of them casts a Radiant while others are keeping him/her at low health, it's no wonder that RD (or any other execute) hits hard. It's what executes are meant for.

    Also I have one question that I don't know the answer to. Does death recap show only the damage you recieved or the full damage of an ability. What I mean to ask is, if I have a 2k health left and Bumnog hits me in the face with his bare fist for 10k damage, do I see 2k damage in my death recap or 10k?

    Why you see 10K, Mr. Wizard! In fact, if you have a single solitary HP left and are nailed by a Jeebus Beam, then you'll probably see a death recap of that 17.5K or even HIGHER damage. You had nothing left to slow it down, or stop it. It nailed you at the full 300% increased damage. Sure, it only did a single HP in actual damage, but it sure does look impressive and scary to the person who died. And guess what? We Templars like it that way. Why? Because it makes you fear the Beam. It's the single greatest Fear debuff in the entire game. A few well placed Templars can slow a fast moving Zerg Train to a screeching halt by Beaming the crap out of the people in the front. It's not going to kill them, unless they were already low health from something else. Heck, it's probably not even going to hurt them. It is however going to scare the bejeezus out of some people, and they will stop. They will roll dodge. They will run backwards out of range. And by then? The whole Zerg Train has been derailed, and a proper defense with siege weapons can be mounted. Even by a much smaller force.

    And to be honest? That's probably why so many want it nerfed.

    Well thank you Mr. @Pomaikai that is exactly the answer I was looking for. And I just realized that I could have actually seen the answer in the video provided in this thread. And this actually means, as @SirDopey already stated, that looking at death recaps does not provide us with adequate information to really judge the power of the ability and the actual impact it had on our tragic untimely demise.
    What would be more beneficial is to also see the amount of health (provided in HP and %) at the time each attack hit us. That would be more efficient information by which to judge. But that is a question for the devs.

    P.S. I just realized that getting hit by an execute at low % is scarier if you're a health stacking tank. Because then you have more to lose.
  • Tormy
    Tormy
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    not the best stam DK but here's a 1v3 radiant spammer where I survive the RD: http://sendvid.com/11vvybza

    Honestly I don't think radiant is as OP as it's made out to be on the forums.
  • IOUAT
    IOUAT
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    you guys should try dc universe online anyone play? its awesome on that note anyone know of any other mmos too play? eso seems to not be going in the right direction
  • Bashev
    Bashev
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    Pomaikai wrote: »
    NikaTheCat wrote: »
    People really need to have some constructive arguments when they ask to nerf something. Arguments like "This skill is OP, nerf it!" are just empty words. You really have to give us some evidence and explanation why the said skill is OP. If you do not, people will just agree or disagree, but things will never change.
    I do think that Jesus Beam is a strong execute, probably the strongest in the game, however I don't think it needs a nerf. My opinion about it does not matter, however. If somebody provided some constructive evidence then my opinion could change. The same goes for ZOS. If you want change, you should prepare some arguments to back up your statements. Random videos and death recaps are also worthless without context.

    Let's discuss the provided evidence of Jesus Beam OP-ness (innuendo implied):
    Dubhliam wrote: »

    Here we see all the executes compared. Radiant Destruction clearly wins. However, we can just dismiss this evidence, because there is just too little information provided.

    But why Mr. Cat? Are you blind? You can see that the Jesus beam is OP!!

    Well I'm glad you asked, Billy. There are several problems with this test:
    • 4 executes are performed by 3 different characters. This is of course inevitable, because 3 of the executes are exclusive class abilities. But to actually compare the skills all the testing attackers have to use the same gear, CP and ideally have the same race (or disable racial passives). The chars in the video may well be using the similar builds, but we just don't know that. How can we know that the first 2 characters were not using lvl 1 white gear and no CP? I'm exaggerating for the sake of an argument.
    • The max health of the victim in the Jesus Beam example is less than in other examples. This suggests that the build has changed, if only slightly. Again not really fair, as we don't see what changed.
    • The Jesus Beam example is the only one that has a Major Sorcery buff applied before it via Structured Entropy AND the Empower buff (20% more damage to the next attack) via Mages Guild passive Might of the Guild. I mean, seriously, what is up with that? :D

    Another evidence
    Bashev wrote: »
    I play with 7 heavy 36k resistance buffed, 2k critical resistance. Please check the damage of this OP skill.keFXRX4.jpg
    Uf8wgGz.jpg
    tFl62cN.jpg

    Eat this Mr. Cat. Disprove the 17,5k Jesus Beam!

    Well, you see, Billy, it's 17,5k over time , not 17,5k burst. We can't really tell how long the Beam lasted in the 1st and the 3rd picture, but we can assume that the 2nd picture shows a full finished 3 second Jesus Beam, because it is followed by another one after. It could have been cancelled of course, but we can't tell that.
    If we assume it wasn't cancelled, then it is 12,5k damage over 3 seconds, which is ~4k DPS. 4k DPS is very low.
    Also we must mention that the victim has at least 3 people kicking on him/her at the same time. If one of them casts a Radiant while others are keeping him/her at low health, it's no wonder that RD (or any other execute) hits hard. It's what executes are meant for.

    Also I have one question that I don't know the answer to. Does death recap show only the damage you recieved or the full damage of an ability. What I mean to ask is, if I have a 2k health left and Bumnog hits me in the face with his bare fist for 10k damage, do I see 2k damage in my death recap or 10k?

    Why you see 10K, Mr. Wizard! In fact, if you have a single solitary HP left and are nailed by a Jeebus Beam, then you'll probably see a death recap of that 17.5K or even HIGHER damage. You had nothing left to slow it down, or stop it. It nailed you at the full 300% increased damage. Sure, it only did a single HP in actual damage, but it sure does look impressive and scary to the person who died. And guess what? We Templars like it that way. Why? Because it makes you fear the Beam. It's the single greatest Fear debuff in the entire game. A few well placed Templars can slow a fast moving Zerg Train to a screeching halt by Beaming the crap out of the people in the front. It's not going to kill them, unless they were already low health from something else. Heck, it's probably not even going to hurt them. It is however going to scare the bejeezus out of some people, and they will stop. They will roll dodge. They will run backwards out of range. And by then? The whole Zerg Train has been derailed, and a proper defense with siege weapons can be mounted. Even by a much smaller force.

    And to be honest? That's probably why so many want it nerfed.

    This information is so false. What you see in death recap is the damage that you took. He is the proof: Uf8wgGz.jpg

    The same person used Jesus beam on me and as you see the last damage is less than 1k. Following your logic it should be 20k considering that the previous one was 12k. I am so tired of people defending their OP skills. We need balance not OP skills.

    People who says that you can block radian, I just want you to say. Radian destruction is the best counter to block. I will explain why. It ticks every 0.5 seconds and if you block it, it means that you are charged every 0.5 seconds for the block because this is the CD for the block. A person with average cost of block 1.5k if he blocks a full radian destruction he needs 9k stamina.
    Because I can!
  • Teridaxus
    Teridaxus
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    Bash....if he is not in front of you...gab closer and bash...


    And in large battles, if 50 snipes or crystal frags hit you, you would be dead too if you don't abuse shuffle.
  • NeillMcAttack
    NeillMcAttack
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    I'll be frank and honest here. It's about time that the game has a hard counter to the two most powerful defensive abilities in the game. Healing ward, and the dodge roll. The fact that healing ward gets crushed by RD when one is below 20% makes complete sense. The fact that dodge roll is straight up invulnerability unless someone is there to RD them down is complete NON-sense. The fact that this skill is available to only one class is down right ridiculous.

    RD is one of the most powerful abilities in the game now, no arguments there, surely. It has few counters except spamming shields that melt throughout it's duration. Bash is complete nonsense considering it has over 30m range. "Don't drop below 50% health", easily the worst argument for it IMO considering the only class that can burst heal over 50% HP is in fact the temp. The only 'real' counters to it are hard, ranged, cc's (stonefist, spear, prolonged suffering, encase etc.).

    All in all, maybe the game needs more "undodgeables"! Maybe dodge roll needs to have a time between rolls without invulnerability (to stop people being able to chain them together for temporary invincibility) in which case RD would def need a toning down.

    Just my two cents.
    PC EU - NoCP PvP, is real PvP
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  • ContraTempo
    ContraTempo
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    Skitttles wrote: »
    So much misinformation in these threads, all you have to do is learn to heal yourself.
    It is FEAR you should really be crying about! lol

    I love being feared, the unchained passive basically gives me a free shuffle, vigor or rally cast. Unless you get stuck in that perma fear bug.

    Good on you @Skitttles !

    Props for taking the L2P path rather than whining for another nerf! Respect!
    ContraTempo
    Carpe DM
    Seize the Dungeon Master


  • Francescolg
    Francescolg
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    The best anti-RD weapon is an interrupt DD, that is Crushing Shock or the other morph of poison injection.

    In 2 years of ESO, I've never, and I mean never, had any problem with any Templar in PvP, except when they got some powerful ultimate combination.. Even as a Sorc with low HP 1 absorb shield was enough to survive!

    The Templar class has always been the weakest class, imho, as most of their skills are channeled or casted (clumsy, slow, bugged, low damage skills with minimal Cc) making them perfect victims for any bow/or/sorcerer, as the class which is the easiest to interrupt and who lacks burst damage and mobility. If you know how to play, Templars, when met alone, are a joke, a bling-bling toy housekeeping class to play with, on the battlefield...
  • Pomaikai
    Pomaikai
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    As a Magicka Templar, he's correct. It's what we have been designed for and relegated to. We are designed to hang back, heal, purge, provide back-up DPS and knockdown via our gap closer and jabs, and CC/executes via Beams. We are designed for group play. Quit complaining about bad Templars who are Beaming you down from behind a group. It's what we're designed to do.
  • Tormy
    Tormy
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    Execute needs to be toned down to 25%
  • leepalmer95
    leepalmer95
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    ✭✭✭✭✭
    Pomaikai wrote: »
    As a Magicka Templar, he's correct. It's what we have been designed for and relegated to. We are designed to hang back, heal, purge, provide back-up DPS and knockdown via our gap closer and jabs, and CC/executes via Beams. We are designed for group play. Quit complaining about bad Templars who are Beaming you down from behind a group. It's what we're designed to do.

    Nah your designed to have nice heals, provide purge, have high dmg skills e.g. Flare, have good close range aoe skills, etc...

    Never was a class designed to spam there 'Execute' which scales at 50% (every other ranged one scales at 25%), can NOT be dodge rolled which ignores the main stamina defence, they dodge roll a lot. has insane range.

    Also instead of the full beam dmg being based on the hp when cast it changes to check the targets current hp as it goes down. Shouldn't be like that it should be based on the targets hp as it's being cast.

    If there low hp it'll kill them, if their not and their high hp you'll be punished by doing minimal dmg even if they get very low hp because you spammed it hoping someone would hit them and you'll be able to insta kill.

    I love the interrupt 'advice' people are giving, can't interrupt 1-3 beams from 40m away if theres more than 1 person. It's just a stupid skill thats needs toning down, any half decent templar won't be affected.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • ArchMikem
    ArchMikem
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    ✭✭✭✭✭
    Pomaikai wrote: »
    As a Magicka Templar, he's correct. It's what we have been designed for and relegated to. We are designed to hang back, heal, purge, provide back-up DPS and knockdown via our gap closer and jabs, and CC/executes via Beams. We are designed for group play. Quit complaining about bad Templars who are Beaming you down from behind a group. It's what we're designed to do.

    I love the interrupt 'advice' people are giving, can't interrupt 1-3 beams from 40m away if theres more than 1 person. It's just a stupid skill thats needs toning down, any half decent templar won't be affected.

    40m? My skill's range is 28m. And most of the time Vampire Nightblades disappear and then reappear in my face, fear me so I can't block and then proceed to wreck at their own leisure.

    Honestly I'm not sticking up for Templars because I play one. I'd much rather play as easymode Nightblades if I didn't despise them so much.
    CP2,000 Master Explorer - AvA One Star General - Console Peasant - Khajiiti Aficionado - The Clan
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  • leepalmer95
    leepalmer95
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    ✭✭✭✭✭
    ArchMikem wrote: »
    Pomaikai wrote: »
    As a Magicka Templar, he's correct. It's what we have been designed for and relegated to. We are designed to hang back, heal, purge, provide back-up DPS and knockdown via our gap closer and jabs, and CC/executes via Beams. We are designed for group play. Quit complaining about bad Templars who are Beaming you down from behind a group. It's what we're designed to do.

    I love the interrupt 'advice' people are giving, can't interrupt 1-3 beams from 40m away if theres more than 1 person. It's just a stupid skill thats needs toning down, any half decent templar won't be affected.

    40m? My skill's range is 28m. And most of the time Vampire Nightblades disappear and then reappear in my face, fear me so I can't block and then proceed to wreck at their own leisure.

    Honestly I'm not sticking up for Templars because I play one. I'd much rather play as easymode Nightblades if I didn't despise them so much.

    28m + 7m in pvp, + 4m from reach, pretty sure i'm missing some other passives but thats 39m on just those.

    It's pretty easy for a s+b templar to just stand there spamming BoL while holding block for a while, tri pots and knowing your gonna be feared means you won't die for a good 2-3 mins until your stamina runs out. Personally i like to buff up, BoL, spear and charge in with jabs + meteor usually easy kill at that point.

    Ritual stops nb's cloaking now anyway just protect your house.

    Beam is still a problem though.

    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
This discussion has been closed.