RD changes players view:
Player1: Make it dodgeable.
Player2: Reduce its range.
Player3: Make it 25% excute.
Player4: Just remove RD from game.
Player5: Make it not scale with max magicka.
All these factors will make RD useless, thus the class become useless, again!
Yeah. Gonna have to call you on that one. The class becomes useless again? Templar? Useless? I think not.
The validity of templar absolutely does not hinge on radiant destruction. You could remove the skill altogether and templars would still have a plethora of skills that are AMAZING, that make the class AMAZING, both magicka and stamina versions.
In example:
1. Repentence!!! - FREE, +REGEN on that bar, returns sh*ttons of stamina/heals
2. Channeled Focus - delicious magicka sustain
3. Restoring Focus - the tankiest skill to ever exist
4. Biting Jabs - with new burning light procs
5. Puncturing Sweeps - heal during damage combo and undodgable
6. Breath of Life - class self/others heal that can burst for upwards of 15k+
7. Major Mending readily accessible
8. Nova - gravity crush go kaboom
9. Empowering Sweep - Tank like a dk
10. Crescent Sweep - Surprise people with how hard it hits when they look at their death recap
11. Dark Flare - ranged heal debuff that hits like a truck
12. Javelin - a wicked annoying ranged CC, both magicka and stamina options
13. & the MIGHTY PURIFY - removes 5 negative effects in this permarootsnarepoison meta
/micdrop
Cinnamon_Spider wrote: »RD definitely needs something tweaked.
I've been playing around with it a lot over the past few days and it is way too easy to beam someone down from full health to dead. Sure, that's a potato way to die, but an execute shouldn't be capable of that kind of damage on someone not in execute range to begin with. I certainly can't kill someone on my sorc by spamming Mages Wrath a bunch of times.
You cant by spamming mages wrath, but id argue its just as easy to put on a jesus beam as it is an inev det, curse, wrath, and frag. People can fool themselves into thinking that rotation requires tons of skill and timing but the reality is it doesnt. Why can jesus beam sometimes be all you need, just one skill? Because its far more obvious and makes the caster far more vulnerable. Its exceedingly rare that i can jesus beam someone from full health and kill them; it usually requires multiple casts and as you said - potato levels of reaction time.
Seems like the one takes up 1 slot, and the other takes up 4 skills slots.
Beaming from full health isnt why it needs to be nerfed. I think the point here is it shouldnt even be relevant or remotely effective then - but it still is, it actually is ticking damage. The issue is that once a beam is on you and you lose half of your potential health, it becomes extremely effective in taking you out of the fight in a blink.
Those are all skills sorcs already have on their bars. The point wasn't the damage comparison, but the level of difficulty. Holding one skill for 3 seconds vs pre-loading burst skills - the level of difficulty is almost the same. If you want to argue the bread and butter sorc rotation is difficult, well, you're welcome to. If we're allowed rotations, then jesus beam becomes the same part of any other rotation with similar or lower TTKs.
Cinnamon_Spider wrote: »RD definitely needs something tweaked.
I've been playing around with it a lot over the past few days and it is way too easy to beam someone down from full health to dead. Sure, that's a potato way to die, but an execute shouldn't be capable of that kind of damage on someone not in execute range to begin with. I certainly can't kill someone on my sorc by spamming Mages Wrath a bunch of times.
You cant by spamming mages wrath, but id argue its just as easy to put on a jesus beam as it is an inev det, curse, wrath, and frag. People can fool themselves into thinking that rotation requires tons of skill and timing but the reality is it doesnt. Why can jesus beam sometimes be all you need, just one skill? Because its far more obvious and makes the caster far more vulnerable. Its exceedingly rare that i can jesus beam someone from full health and kill them; it usually requires multiple casts and as you said - potato levels of reaction time.
Seems like the one takes up 1 slot, and the other takes up 4 skills slots.
Beaming from full health isnt why it needs to be nerfed. I think the point here is it shouldnt even be relevant or remotely effective then - but it still is, it actually is ticking damage. The issue is that once a beam is on you and you lose half of your potential health, it becomes extremely effective in taking you out of the fight in a blink.
Those are all skills sorcs already have on their bars. The point wasn't the damage comparison, but the level of difficulty. Holding one skill for 3 seconds vs pre-loading burst skills - the level of difficulty is almost the same. If you want to argue the bread and butter sorc rotation is difficult, well, you're welcome to. If we're allowed rotations, then jesus beam becomes the same part of any other rotation with similar or lower TTKs.
Level of difficulty is the same? You need to put detonation then curse then endless fury then frag or entopry then frag. It's clicking 4-5 buttons against smahing 1 buttton. Also there is huge difference in performing dmg in that rotations. Deto cast time is 1,8 sec it'll explode after 4 sec so You need almost 6 seconds to do any dmg and enemie can just hold block on half a seconds in proper moment and whole burst is wasted and You'll need another 6 seconds.And interrupting detonation is much more effective then interrupting Radiant due to fact detonation needs to be fully casted to deal dmg. Enemie can also purge deto+curse+endless fury or roll dodge a frag and burst is wasted. on 2nd hand You compare Radiant ,,rotation" which needs 3 sec to deal full dmg but it starts to do dmg instant with ticks starting from the moment You press the button. That's not the discussion topic so dont quote me I just wanted to make that clear. I dont say deto combo is uneffective or extremly hard to use but lets be honest it cannot be compared to radiant spam if we're talking about difficulty level.
Cinnamon_Spider wrote: »RD definitely needs something tweaked.
I've been playing around with it a lot over the past few days and it is way too easy to beam someone down from full health to dead. Sure, that's a potato way to die, but an execute shouldn't be capable of that kind of damage on someone not in execute range to begin with. I certainly can't kill someone on my sorc by spamming Mages Wrath a bunch of times.
You cant by spamming mages wrath, but id argue its just as easy to put on a jesus beam as it is an inev det, curse, wrath, and frag. People can fool themselves into thinking that rotation requires tons of skill and timing but the reality is it doesnt. Why can jesus beam sometimes be all you need, just one skill? Because its far more obvious and makes the caster far more vulnerable. Its exceedingly rare that i can jesus beam someone from full health and kill them; it usually requires multiple casts and as you said - potato levels of reaction time.
Seems like the one takes up 1 slot, and the other takes up 4 skills slots.
Beaming from full health isnt why it needs to be nerfed. I think the point here is it shouldnt even be relevant or remotely effective then - but it still is, it actually is ticking damage. The issue is that once a beam is on you and you lose half of your potential health, it becomes extremely effective in taking you out of the fight in a blink.
Those are all skills sorcs already have on their bars. The point wasn't the damage comparison, but the level of difficulty. Holding one skill for 3 seconds vs pre-loading burst skills - the level of difficulty is almost the same. If you want to argue the bread and butter sorc rotation is difficult, well, you're welcome to. If we're allowed rotations, then jesus beam becomes the same part of any other rotation with similar or lower TTKs.
Level of difficulty is the same? You need to put detonation then curse then endless fury then frag or entopry then frag. It's clicking 4-5 buttons against smahing 1 buttton. Also there is huge difference in performing dmg in that rotations. Deto cast time is 1,8 sec it'll explode after 4 sec so You need almost 6 seconds to do any dmg and enemie can just hold block on half a seconds in proper moment and whole burst is wasted and You'll need another 6 seconds.And interrupting detonation is much more effective then interrupting Radiant due to fact detonation needs to be fully casted to deal dmg. Enemie can also purge deto+curse+endless fury or roll dodge a frag and burst is wasted. on 2nd hand You compare Radiant ,,rotation" which needs 3 sec to deal full dmg but it starts to do dmg instant with ticks starting from the moment You press the button. That's not the discussion topic so dont quote me I just wanted to make that clear. I dont say deto combo is uneffective or extremly hard to use but lets be honest it cannot be compared to radiant spam if we're talking about difficulty level.
Plus the fact that templars literally reserve full bars for healing/survival while maintaining an extremely effective offensive skill in combat that isnt situational reserved for targets below 25%. Thats really the point of everything here.
Templars end up being the hardest thing to get rid of outside of full block tanks - and they remain a threat. As a result, templar has been by and far the highest reroll and filling out as a majority in many large groups.
Cinnamon_Spider wrote: »RD definitely needs something tweaked.
I've been playing around with it a lot over the past few days and it is way too easy to beam someone down from full health to dead. Sure, that's a potato way to die, but an execute shouldn't be capable of that kind of damage on someone not in execute range to begin with. I certainly can't kill someone on my sorc by spamming Mages Wrath a bunch of times.
You cant by spamming mages wrath, but id argue its just as easy to put on a jesus beam as it is an inev det, curse, wrath, and frag. People can fool themselves into thinking that rotation requires tons of skill and timing but the reality is it doesnt. Why can jesus beam sometimes be all you need, just one skill? Because its far more obvious and makes the caster far more vulnerable. Its exceedingly rare that i can jesus beam someone from full health and kill them; it usually requires multiple casts and as you said - potato levels of reaction time.
Seems like the one takes up 1 slot, and the other takes up 4 skills slots.
Beaming from full health isnt why it needs to be nerfed. I think the point here is it shouldnt even be relevant or remotely effective then - but it still is, it actually is ticking damage. The issue is that once a beam is on you and you lose half of your potential health, it becomes extremely effective in taking you out of the fight in a blink.
Those are all skills sorcs already have on their bars. The point wasn't the damage comparison, but the level of difficulty. Holding one skill for 3 seconds vs pre-loading burst skills - the level of difficulty is almost the same. If you want to argue the bread and butter sorc rotation is difficult, well, you're welcome to. If we're allowed rotations, then jesus beam becomes the same part of any other rotation with similar or lower TTKs.
Level of difficulty is the same? You need to put detonation then curse then endless fury then frag or entopry then frag. It's clicking 4-5 buttons against smahing 1 buttton. Also there is huge difference in performing dmg in that rotations. Deto cast time is 1,8 sec it'll explode after 4 sec so You need almost 6 seconds to do any dmg and enemie can just hold block on half a seconds in proper moment and whole burst is wasted and You'll need another 6 seconds.And interrupting detonation is much more effective then interrupting Radiant due to fact detonation needs to be fully casted to deal dmg. Enemie can also purge deto+curse+endless fury or roll dodge a frag and burst is wasted. on 2nd hand You compare Radiant ,,rotation" which needs 3 sec to deal full dmg but it starts to do dmg instant with ticks starting from the moment You press the button. That's not the discussion topic so dont quote me I just wanted to make that clear. I dont say deto combo is uneffective or extremly hard to use but lets be honest it cannot be compared to radiant spam if we're talking about difficulty level.
Plus the fact that templars literally reserve full bars for healing/survival while maintaining an extremely effective offensive skill in combat that isnt situational reserved for targets below 25%. Thats really the point of everything here.
Templars end up being the hardest thing to get rid of outside of full block tanks - and they remain a threat. As a result, templar has been by and far the highest reroll and filling out as a majority in many large groups.
My Templar is anything but vulnerable when casting a beam.Cinnamon_Spider wrote: »RD definitely needs something tweaked.
I've been playing around with it a lot over the past few days and it is way too easy to beam someone down from full health to dead. Sure, that's a potato way to die, but an execute shouldn't be capable of that kind of damage on someone not in execute range to begin with. I certainly can't kill someone on my sorc by spamming Mages Wrath a bunch of times.
You cant by spamming mages wrath, but id argue its just as easy to put on a jesus beam as it is an inev det, curse, wrath, and frag. People can fool themselves into thinking that rotation requires tons of skill and timing but the reality is it doesnt. Why can jesus beam sometimes be all you need, just one skill? Because its far more obvious and makes the caster far more vulnerable. Its exceedingly rare that i can jesus beam someone from full health and kill them; it usually requires multiple casts and as you said - potato levels of reaction time.
Everyone has seen the 2k crit ticks jesus beam does at full health - im pretty sure youd do equal if not greater damage weaving a mages wrath at that point. The only time RD will start to outpace is when you get into the 25-40 ish range where RD begins its ramp up. Actually, this would be a halfway viable followup to jules video. Weave a mage's wrath, have the same magicka and spell dmg pool as a jesus beamer, do it with and without CP, and against someone running the 21k hp builds you see all the time and against someone running closer to 27k-29k hp and see the differences. I'd expect jesus beam to win that, but I'd also expect the ttk to be far closer than everyone thinks, and I think that's ok considering you can block cast on the sorc and use other skills in between in reality.
Or wait 3 weeks wear cyrodills light and spam it with 1 hand while drinking tea with otherCinnamon_Spider wrote: »
The beaming Templar just hits one button. If I'm attacked, I can either wait for the beam to complete, or cancel the beam and heal to full.
Cinnamon_Spider wrote: »RD definitely needs something tweaked.
I've been playing around with it a lot over the past few days and it is way too easy to beam someone down from full health to dead. Sure, that's a potato way to die, but an execute shouldn't be capable of that kind of damage on someone not in execute range to begin with. I certainly can't kill someone on my sorc by spamming Mages Wrath a bunch of times.
You cant by spamming mages wrath, but id argue its just as easy to put on a jesus beam as it is an inev det, curse, wrath, and frag. People can fool themselves into thinking that rotation requires tons of skill and timing but the reality is it doesnt. Why can jesus beam sometimes be all you need, just one skill? Because its far more obvious and makes the caster far more vulnerable. Its exceedingly rare that i can jesus beam someone from full health and kill them; it usually requires multiple casts and as you said - potato levels of reaction time.
Seems like the one takes up 1 slot, and the other takes up 4 skills slots.
Beaming from full health isnt why it needs to be nerfed. I think the point here is it shouldnt even be relevant or remotely effective then - but it still is, it actually is ticking damage. The issue is that once a beam is on you and you lose half of your potential health, it becomes extremely effective in taking you out of the fight in a blink.
Those are all skills sorcs already have on their bars. The point wasn't the damage comparison, but the level of difficulty. Holding one skill for 3 seconds vs pre-loading burst skills - the level of difficulty is almost the same. If you want to argue the bread and butter sorc rotation is difficult, well, you're welcome to. If we're allowed rotations, then jesus beam becomes the same part of any other rotation with similar or lower TTKs.
Level of difficulty is the same? You need to put detonation then curse then endless fury then frag or entopry then frag. It's clicking 4-5 buttons against smahing 1 buttton. Also there is huge difference in performing dmg in that rotations. Deto cast time is 1,8 sec it'll explode after 4 sec so You need almost 6 seconds to do any dmg and enemie can just hold block on half a seconds in proper moment and whole burst is wasted and You'll need another 6 seconds.And interrupting detonation is much more effective then interrupting Radiant due to fact detonation needs to be fully casted to deal dmg. Enemie can also purge deto+curse+endless fury or roll dodge a frag and burst is wasted. on 2nd hand You compare Radiant ,,rotation" which needs 3 sec to deal full dmg but it starts to do dmg instant with ticks starting from the moment You press the button. That's not the discussion topic so dont quote me I just wanted to make that clear. I dont say deto combo is uneffective or extremly hard to use but lets be honest it cannot be compared to radiant spam if we're talking about difficulty level.
Plus the fact that templars literally reserve full bars for healing/survival while maintaining an extremely effective offensive skill in combat that isnt situational reserved for targets below 25%. Thats really the point of everything here.
Templars end up being the hardest thing to get rid of outside of full block tanks - and they remain a threat. As a result, templar has been by and far the highest reroll and filling out as a majority in many large groups.
If thats 'really the point of everything here', then thank you for demonstrating that there isnt really a point and the hysteria surrounding the skill is really just about bias.
Cyrodiils Light not even required for that.Or wait 3 weeks wear cyrodills light and spam it with 1 hand while drinking tea with otherCinnamon_Spider wrote: »
The beaming Templar just hits one button. If I'm attacked, I can either wait for the beam to complete, or cancel the beam and heal to full.
Cinnamon_Spider wrote: »My Templar is anything but vulnerable when casting a beam.Cinnamon_Spider wrote: »RD definitely needs something tweaked.
I've been playing around with it a lot over the past few days and it is way too easy to beam someone down from full health to dead. Sure, that's a potato way to die, but an execute shouldn't be capable of that kind of damage on someone not in execute range to begin with. I certainly can't kill someone on my sorc by spamming Mages Wrath a bunch of times.
You cant by spamming mages wrath, but id argue its just as easy to put on a jesus beam as it is an inev det, curse, wrath, and frag. People can fool themselves into thinking that rotation requires tons of skill and timing but the reality is it doesnt. Why can jesus beam sometimes be all you need, just one skill? Because its far more obvious and makes the caster far more vulnerable. Its exceedingly rare that i can jesus beam someone from full health and kill them; it usually requires multiple casts and as you said - potato levels of reaction time.
Everyone has seen the 2k crit ticks jesus beam does at full health - im pretty sure youd do equal if not greater damage weaving a mages wrath at that point. The only time RD will start to outpace is when you get into the 25-40 ish range where RD begins its ramp up. Actually, this would be a halfway viable followup to jules video. Weave a mage's wrath, have the same magicka and spell dmg pool as a jesus beamer, do it with and without CP, and against someone running the 21k hp builds you see all the time and against someone running closer to 27k-29k hp and see the differences. I'd expect jesus beam to win that, but I'd also expect the ttk to be far closer than everyone thinks, and I think that's ok considering you can block cast on the sorc and use other skills in between in reality.
The comparison you made with a sorc using 4 attacks is just silly. A sorc needs that curse explosion and wrath proc to happen at the same time an instant cast frag hits and CCs. That requires you to get a frag proc and the opponent to not block, dodge, reflect, or be using shuffle.
The beaming Templar just hits one button. If I'm attacked, I can either wait for the beam to complete, or cancel the beam and heal to full.
Cinnamon_Spider wrote: »Cyrodiils Light not even required for that.Or wait 3 weeks wear cyrodills light and spam it with 1 hand while drinking tea with otherCinnamon_Spider wrote: »
The beaming Templar just hits one button. If I'm attacked, I can either wait for the beam to complete, or cancel the beam and heal to full.
Cinnamon_Spider wrote: »RD definitely needs something tweaked.
I've been playing around with it a lot over the past few days and it is way too easy to beam someone down from full health to dead. Sure, that's a potato way to die, but an execute shouldn't be capable of that kind of damage on someone not in execute range to begin with. I certainly can't kill someone on my sorc by spamming Mages Wrath a bunch of times.
You cant by spamming mages wrath, but id argue its just as easy to put on a jesus beam as it is an inev det, curse, wrath, and frag. People can fool themselves into thinking that rotation requires tons of skill and timing but the reality is it doesnt. Why can jesus beam sometimes be all you need, just one skill? Because its far more obvious and makes the caster far more vulnerable. Its exceedingly rare that i can jesus beam someone from full health and kill them; it usually requires multiple casts and as you said - potato levels of reaction time.
Seems like the one takes up 1 slot, and the other takes up 4 skills slots.
Beaming from full health isnt why it needs to be nerfed. I think the point here is it shouldnt even be relevant or remotely effective then - but it still is, it actually is ticking damage. The issue is that once a beam is on you and you lose half of your potential health, it becomes extremely effective in taking you out of the fight in a blink.
Those are all skills sorcs already have on their bars. The point wasn't the damage comparison, but the level of difficulty. Holding one skill for 3 seconds vs pre-loading burst skills - the level of difficulty is almost the same. If you want to argue the bread and butter sorc rotation is difficult, well, you're welcome to. If we're allowed rotations, then jesus beam becomes the same part of any other rotation with similar or lower TTKs.
Level of difficulty is the same? You need to put detonation then curse then endless fury then frag or entopry then frag. It's clicking 4-5 buttons against smahing 1 buttton. Also there is huge difference in performing dmg in that rotations. Deto cast time is 1,8 sec it'll explode after 4 sec so You need almost 6 seconds to do any dmg and enemie can just hold block on half a seconds in proper moment and whole burst is wasted and You'll need another 6 seconds.And interrupting detonation is much more effective then interrupting Radiant due to fact detonation needs to be fully casted to deal dmg. Enemie can also purge deto+curse+endless fury or roll dodge a frag and burst is wasted. on 2nd hand You compare Radiant ,,rotation" which needs 3 sec to deal full dmg but it starts to do dmg instant with ticks starting from the moment You press the button. That's not the discussion topic so dont quote me I just wanted to make that clear. I dont say deto combo is uneffective or extremly hard to use but lets be honest it cannot be compared to radiant spam if we're talking about difficulty level.
Plus the fact that templars literally reserve full bars for healing/survival while maintaining an extremely effective offensive skill in combat that isnt situational reserved for targets below 25%. Thats really the point of everything here.
Templars end up being the hardest thing to get rid of outside of full block tanks - and they remain a threat. As a result, templar has been by and far the highest reroll and filling out as a majority in many large groups.
If thats 'really the point of everything here', then thank you for demonstrating that there isnt really a point and the hysteria surrounding the skill is really just about bias.
Are you actually fine with how radiant is in current form?
DisgracefulMind wrote: »Seriously, this discussion could have been decent, but it got hijacked with petty arguments like every single other discussion.
Plenty of decent and respected players have come in here and offered good suggestions on how to tone the skill down a bit.
Again, RD needs a range reduction. I think a 6 meter one would make a huge difference. It would bring its base range to the same as Toppling Charge, which means it wouldn't hurt the skill in PvE, and would help in PvP. A few in here suggested bringing its range in line with a gap closer, and 6 meters isn't too steep of a reduction that it would have an overly negative impact.
I don't see why this thread is being argued in about sorcs and what [class] can do and not do. There are some terribly OP things we could all bring up about each class, but this thread isn't here for that.
Yes, RD needs to be toned down. No, it doesn't need to be toned down to please stambuilds and solo players only. Yes, its function in PvE also needs to be considered. Give it a range reduction and we'll see a huge difference imo.
Joy_Division wrote: »When other "toxic" and "unthoughtful" and"terrible game design" aspects such as fear, shuffle, bombard, cold harbor siege, insta-stealth, 100% damage avoidance, automatic/unpurgable snares, etc., are also addressed, then I'll be up for a conversation about RD.
Joy_Division wrote: »I got news for you Nifty, if 5 NBs are ambush spamming you or 5 DKs dizzying blowing you, or 5 Templars puncturing sweeping you, you will die faster than from Jesus Beams. You PvP for a week and all of a sudden, you are the one to come up with the "solution" to RD. One that adds a disadvantageous mechanic that ZoS has intentionally designed there game not to have, and only slap that on Templars. No offense, but I'd bet Wrobel has more actual PvP logged time than you.
Joy_Division wrote: »The reason why "Templar tears get riled up" is because people like you just walk into these forums as if you are someone some expert player who knows everything and what is best for everyone, and all that talk just amounts to nerf the crap out of the skill and class, but leave all the other "toxic" and "skilless" game mechanics and skills as they are.
DisgracefulMind wrote: »Seriously, this discussion could have been decent, but it got hijacked with petty arguments like every single other discussion.
Plenty of decent and respected players have come in here and offered good suggestions on how to tone the skill down a bit.
Again, RD needs a range reduction. I think a 6 meter one would make a huge difference. It would bring its base range to the same as Toppling Charge, which means it wouldn't hurt the skill in PvE, and would help in PvP. A few in here suggested bringing its range in line with a gap closer, and 6 meters isn't too steep of a reduction that it would have an overly negative impact.
I don't see why this thread is being argued in about sorcs and what [class] can do and not do. There are some terribly OP things we could all bring up about each class, but this thread isn't here for that.
Yes, RD needs to be toned down. No, it doesn't need to be toned down to please stambuilds and solo players only. Yes, its function in PvE also needs to be considered. Give it a range reduction and we'll see a huge difference imo.
Then you're clearly missing the point that there are either zero or no where near the same amount of threads on the other OP stuff. Is pointing out the obsession with nerfing jesus beam when compared to all of the other things that are overperforming to a greater extent irrelevant? I don't think so. I think it's entirely relevant for perspective - dozens of threads later we've pretty clearly we can't have rational discussions because people hate the skill so much and have blinders on when it comes to all of the other overperforming things.
I'd also suggest that the range nerf would in no way make a 'huge difference' ... if anything at all it would be a minor one. The skill would still get used the same way and the number of people counter-playing it would increase minimally. What would happen is that people would give it a few days and then return to calling for further nerfs.
As I have said before if RD is balanced then why not make every other execute in the game undodgeable too?
As I have said before if RD is balanced then why not make every other execute in the game undodgeable too?
Tell ya what, when i get out of combat before I've run to the next keep we can talk about balancing...
As I have said before if RD is balanced then why not make every other execute in the game undodgeable too?Tell ya what, when i get out of combat before I've run to the next keep we can talk about balancing...
Lol pretty true.
I get the same thing on my nightblade if I happen to press Rapid Regen ever.
DisgracefulMind wrote: »DisgracefulMind wrote: »Seriously, this discussion could have been decent, but it got hijacked with petty arguments like every single other discussion.
Plenty of decent and respected players have come in here and offered good suggestions on how to tone the skill down a bit.
Again, RD needs a range reduction. I think a 6 meter one would make a huge difference. It would bring its base range to the same as Toppling Charge, which means it wouldn't hurt the skill in PvE, and would help in PvP. A few in here suggested bringing its range in line with a gap closer, and 6 meters isn't too steep of a reduction that it would have an overly negative impact.
I don't see why this thread is being argued in about sorcs and what [class] can do and not do. There are some terribly OP things we could all bring up about each class, but this thread isn't here for that.
Yes, RD needs to be toned down. No, it doesn't need to be toned down to please stambuilds and solo players only. Yes, its function in PvE also needs to be considered. Give it a range reduction and we'll see a huge difference imo.
Then you're clearly missing the point that there are either zero or no where near the same amount of threads on the other OP stuff. Is pointing out the obsession with nerfing jesus beam when compared to all of the other things that are overperforming to a greater extent irrelevant? I don't think so. I think it's entirely relevant for perspective - dozens of threads later we've pretty clearly we can't have rational discussions because people hate the skill so much and have blinders on when it comes to all of the other overperforming things.
I'd also suggest that the range nerf would in no way make a 'huge difference' ... if anything at all it would be a minor one. The skill would still get used the same way and the number of people counter-playing it would increase minimally. What would happen is that people would give it a few days and then return to calling for further nerfs.
I'm not missing any point, I'm an intelligent human being and know how to read and comprehend just fine.
I agree completely that there are other things overperforming I also understand that most of the complaints about beam come from stamina builds who run low health, high damage, and don't like having a counter. However, I don't think that if we want a decent discussion about a certain skill that complaining about one thing being OP to another thing being OP and then to ANOTHER thing being OP is the way to go. It literally takes the discussion elsewhere and derives into petty little arguments like we see all over the forums. Instead of having a discussion that is beneficial and focused, we end up with people starting to insult each other, and the discussion crumbles.
I disagree that it wouldn't make a huge difference. 6m is a huge difference in range. I don't much care about the reach passive; it's an earned passive in Cyrodiil, and everyone can get it, so the complaints on that to me are null. But a 6m difference in open world, away from keeps, is huge, and would make the decision to cast it a bit more valuable, as you would actually be in a more vulnerable range to be interrupted and such. Lowering the base range to 22 meters would solve the huge 36 (put 41 first, but remembered Reach) meter range the skill gets with the Battle Spirit buff. I'd be okay with this, honestly. I'd rather this than having the skill utterly destroyed by being made dodgeable or the damage getting destroyed.
I play Templar daily. I use beam, I know the strengths and weaknesses of Templar. I think the range needs to be toned down. I don't think anything else needs to be touched about the skill.
Cast time on an execute defeats the purposeI've said this before, and I'm saying it again.
Radiant Destruction is considered OP because it has 3 things together
- Max 41 meter range
- High damage
- Not Dodgeable
If it only had two or one of these aspects, it wouldn't be considered OP.
Reduce the range to that of most gap closers.
Ok so let's make some suggestions that really don't change PVE at all:
Reduce range to 18-25m, so it doesn't get buffed by battlespirit (+8m range for abilities with at least 28m range). This would make it harder to cast from a save location.
Increase the channel time and the skill costs. This has 0 influence on PVE, but if someone keeps interrupting it, it has to become really expensive. You could also give it the streak treating by increasing its cost by 50% when cast 2 times within 3 seconds, so you have a cost increase if you don't let it run over the full duration.
Finally if it's still over performing in PVP you can add a 0.5 sec cast time, so people at least have a chance to react. At the moment the first tick will deal dmg before the beam is even visible. Another way would be to make the fist tick deal 50% less dmg and the last tick deal 50% more.
DisgracefulMind wrote: »DisgracefulMind wrote: »Seriously, this discussion could have been decent, but it got hijacked with petty arguments like every single other discussion.
Plenty of decent and respected players have come in here and offered good suggestions on how to tone the skill down a bit.
Again, RD needs a range reduction. I think a 6 meter one would make a huge difference. It would bring its base range to the same as Toppling Charge, which means it wouldn't hurt the skill in PvE, and would help in PvP. A few in here suggested bringing its range in line with a gap closer, and 6 meters isn't too steep of a reduction that it would have an overly negative impact.
I don't see why this thread is being argued in about sorcs and what [class] can do and not do. There are some terribly OP things we could all bring up about each class, but this thread isn't here for that.
Yes, RD needs to be toned down. No, it doesn't need to be toned down to please stambuilds and solo players only. Yes, its function in PvE also needs to be considered. Give it a range reduction and we'll see a huge difference imo.
Then you're clearly missing the point that there are either zero or no where near the same amount of threads on the other OP stuff. Is pointing out the obsession with nerfing jesus beam when compared to all of the other things that are overperforming to a greater extent irrelevant? I don't think so. I think it's entirely relevant for perspective - dozens of threads later we've pretty clearly we can't have rational discussions because people hate the skill so much and have blinders on when it comes to all of the other overperforming things.
I'd also suggest that the range nerf would in no way make a 'huge difference' ... if anything at all it would be a minor one. The skill would still get used the same way and the number of people counter-playing it would increase minimally. What would happen is that people would give it a few days and then return to calling for further nerfs.
I'm not missing any point, I'm an intelligent human being and know how to read and comprehend just fine.
I agree completely that there are other things overperforming I also understand that most of the complaints about beam come from stamina builds who run low health, high damage, and don't like having a counter. However, I don't think that if we want a decent discussion about a certain skill that complaining about one thing being OP to another thing being OP and then to ANOTHER thing being OP is the way to go. It literally takes the discussion elsewhere and derives into petty little arguments like we see all over the forums. Instead of having a discussion that is beneficial and focused, we end up with people starting to insult each other, and the discussion crumbles.
I disagree that it wouldn't make a huge difference. 6m is a huge difference in range. I don't much care about the reach passive; it's an earned passive in Cyrodiil, and everyone can get it, so the complaints on that to me are null. But a 6m difference in open world, away from keeps, is huge, and would make the decision to cast it a bit more valuable, as you would actually be in a more vulnerable range to be interrupted and such. Lowering the base range to 22 meters would solve the huge 36 (put 41 first, but remembered Reach) meter range the skill gets with the Battle Spirit buff. I'd be okay with this, honestly. I'd rather this than having the skill utterly destroyed by being made dodgeable or the damage getting destroyed.
I play Templar daily. I use beam, I know the strengths and weaknesses of Templar. I think the range needs to be toned down. I don't think anything else needs to be touched about the skill.
DisgracefulMind wrote: »DisgracefulMind wrote: »Seriously, this discussion could have been decent, but it got hijacked with petty arguments like every single other discussion.
Plenty of decent and respected players have come in here and offered good suggestions on how to tone the skill down a bit.
Again, RD needs a range reduction. I think a 6 meter one would make a huge difference. It would bring its base range to the same as Toppling Charge, which means it wouldn't hurt the skill in PvE, and would help in PvP. A few in here suggested bringing its range in line with a gap closer, and 6 meters isn't too steep of a reduction that it would have an overly negative impact.
I don't see why this thread is being argued in about sorcs and what [class] can do and not do. There are some terribly OP things we could all bring up about each class, but this thread isn't here for that.
Yes, RD needs to be toned down. No, it doesn't need to be toned down to please stambuilds and solo players only. Yes, its function in PvE also needs to be considered. Give it a range reduction and we'll see a huge difference imo.
Then you're clearly missing the point that there are either zero or no where near the same amount of threads on the other OP stuff. Is pointing out the obsession with nerfing jesus beam when compared to all of the other things that are overperforming to a greater extent irrelevant? I don't think so. I think it's entirely relevant for perspective - dozens of threads later we've pretty clearly we can't have rational discussions because people hate the skill so much and have blinders on when it comes to all of the other overperforming things.
I'd also suggest that the range nerf would in no way make a 'huge difference' ... if anything at all it would be a minor one. The skill would still get used the same way and the number of people counter-playing it would increase minimally. What would happen is that people would give it a few days and then return to calling for further nerfs.
I'm not missing any point, I'm an intelligent human being and know how to read and comprehend just fine.
I agree completely that there are other things overperforming I also understand that most of the complaints about beam come from stamina builds who run low health, high damage, and don't like having a counter. However, I don't think that if we want a decent discussion about a certain skill that complaining about one thing being OP to another thing being OP and then to ANOTHER thing being OP is the way to go. It literally takes the discussion elsewhere and derives into petty little arguments like we see all over the forums. Instead of having a discussion that is beneficial and focused, we end up with people starting to insult each other, and the discussion crumbles.
I disagree that it wouldn't make a huge difference. 6m is a huge difference in range. I don't much care about the reach passive; it's an earned passive in Cyrodiil, and everyone can get it, so the complaints on that to me are null. But a 6m difference in open world, away from keeps, is huge, and would make the decision to cast it a bit more valuable, as you would actually be in a more vulnerable range to be interrupted and such. Lowering the base range to 22 meters would solve the huge 36 (put 41 first, but remembered Reach) meter range the skill gets with the Battle Spirit buff. I'd be okay with this, honestly. I'd rather this than having the skill utterly destroyed by being made dodgeable or the damage getting destroyed.
I play Templar daily. I use beam, I know the strengths and weaknesses of Templar. I think the range needs to be toned down. I don't think anything else needs to be touched about the skill.
And that's how you start a productive, mature conversation about class and skill balance. You speak to each other with respect and stick to the specific issue at hand rather than running off into tangents and insulting people's intelligence/play style/ect.
Thank you for your relevant opinion and eloquent expression of such. Agree 100%.