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Lets Balance Radiant Destruction

  • Baconlad
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    I have centered a build around radiant destruction. Its awesome. Vampires bane, lightning staff, javelin, and radiant destruction. 1v1 centered. With vamps bane ticking and radiant destruction ticking, even at full health stamina build shiver in fear...which is my main problem in pvp right now is dealing with those *** XD
  • Solariken
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    @FENGRUSH, @Zheg and others,

    We have to be careful here as well - I see you discussing the speed at which the first tick applies and the victim's available reaction time, but as it functions currently, it's nearly identical to the way Executioner/Slice functions.

    What is true for RD is true for all executes - they have to be fast and minimize reaction time, otherwise they will hardly ever have the intended effect due to the speed at which Rally or BoL etc can burst heal back above execute threshold.

    The first tick of RD occurs at the exact instant that the beam visual propagates. HOWEVER, there is a wind-up character animation that plays before either of those things occur. If you fight a Templar 1v1 you will see this very clearly.

    You can no more easily avoid Executioner than RD if you don't pre-empt it. If you enter execute range, you better be in defensive mode. It's safer to just know that if you are fighting a good player and you drop to 30% HP, they are going to execute you.

    As with other aspects of RD, if you monkey with the time that elapses from button press to damage output, you will probably destroy RD as a functional execute and it will become nothing but a potato spell once again.
  • Zheg
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    I tried to emphasize that i had a minor delay in mind. I.e. about the speed of an ambush. Yes theres a hand motion for jesus beam, but at range thats pretty difficult to see, especially with multiple opponents. At least with executioner the near instant dmg is in melee range and you have a chance to see the subtle, quick wind up.

    Im not look for jesus beam to feel like a casted ability.
  • FENGRUSH
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    Solariken wrote: »
    @FENGRUSH, @Zheg and others,

    We have to be careful here as well - I see you discussing the speed at which the first tick applies and the victim's available reaction time, but as it functions currently, it's nearly identical to the way Executioner/Slice functions.

    What is true for RD is true for all executes - they have to be fast and minimize reaction time, otherwise they will hardly ever have the intended effect due to the speed at which Rally or BoL etc can burst heal back above execute threshold.

    The first tick of RD occurs at the exact instant that the beam visual propagates. HOWEVER, there is a wind-up character animation that plays before either of those things occur. If you fight a Templar 1v1 you will see this very clearly.

    You can no more easily avoid Executioner than RD if you don't pre-empt it. If you enter execute range, you better be in defensive mode. It's safer to just know that if you are fighting a good player and you drop to 30% HP, they are going to execute you.

    As with other aspects of RD, if you monkey with the time that elapses from button press to damage output, you will probably destroy RD as a functional execute and it will become nothing but a potato spell once again.

    You cant look through crowds to see templars who are about to radiant you. There is no reaction. Executioner from 2H has to be used at melee range, and is not channeled. Its a great skill - but you will likely expect a 2hander in melee range of you to execute you when you get low. It also doesnt go through roll dodge and carry as you use *whatever escape*.

    Were not really talking about 1v1 here - thats not the application that is relevant. Its also not the only thing to consider in balancing any skill. This skill is meant to be used and is most effective with groups. While someone else is throwing on damage, the beam ques up to hit as they are under pressure and burn them for execute. Sure, its good and relevant in 1v1 too. Its terrible to face for a stam sorc when a javelin/meteor/dark flare/beam come together. It doesnt feel very good at all on a class without a burst heal/shield /mending - but thats not what this discussion is about. Its about making beam a realistic unique execute that keeps its strengths but realistic in general XvX pvp. I dont think it is today.
  • Solariken
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    FENGRUSH wrote: »
    Solariken wrote: »
    @FENGRUSH, @Zheg and others,

    We have to be careful here as well - I see you discussing the speed at which the first tick applies and the victim's available reaction time, but as it functions currently, it's nearly identical to the way Executioner/Slice functions.

    What is true for RD is true for all executes - they have to be fast and minimize reaction time, otherwise they will hardly ever have the intended effect due to the speed at which Rally or BoL etc can burst heal back above execute threshold.

    The first tick of RD occurs at the exact instant that the beam visual propagates. HOWEVER, there is a wind-up character animation that plays before either of those things occur. If you fight a Templar 1v1 you will see this very clearly.

    You can no more easily avoid Executioner than RD if you don't pre-empt it. If you enter execute range, you better be in defensive mode. It's safer to just know that if you are fighting a good player and you drop to 30% HP, they are going to execute you.

    As with other aspects of RD, if you monkey with the time that elapses from button press to damage output, you will probably destroy RD as a functional execute and it will become nothing but a potato spell once again.

    You cant look through crowds to see templars who are about to radiant you. There is no reaction. Executioner from 2H has to be used at melee range, and is not channeled. Its a great skill - but you will likely expect a 2hander in melee range of you to execute you when you get low. It also doesnt go through roll dodge and carry as you use *whatever escape*.

    Were not really talking about 1v1 here - thats not the application that is relevant. Its also not the only thing to consider in balancing any skill. This skill is meant to be used and is most effective with groups. While someone else is throwing on damage, the beam ques up to hit as they are under pressure and burn them for execute. Sure, its good and relevant in 1v1 too. Its terrible to face for a stam sorc when a javelin/meteor/dark flare/beam come together. It doesnt feel very good at all on a class without a burst heal/shield /mending - but thats not what this discussion is about. Its about making beam a realistic unique execute that keeps its strengths but realistic in general XvX pvp. I dont think it is today.

    I don't disagree with any of that. I would like to find some happy balance for the skill too, but we are faced with a lot of problems when trying to tweak the existing functionality.

    You are right about RD not being a problem in 1v1 and also correct that this one single skill gives too much power to zergs and it heavily disfavors the outnumbered person.

    Without replacing the skill entirely, I have no idea what can be done, because tweaking it is guaranteed to destroy it.
  • Van_0S
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    Today, I found away to fix/avoid RD for the whiners!
    Its efficient purge! ( so, no need to block or dodge, but use skill and brain)
    Ask ZOS to reduce the magicka cost of efficient purge or make a stamina version of it.
    ( templars can use extented ritual)

    Thus, this becomes a win-win situation for you all, and no nerfs.
    So, ZOS! Please don't nerf this skill!
    I found a solution for it. So, you guys have to figure out which skill should be used as stamina purge or just reduce efficient purge cost to 50%.
    That way, we don't get nerfs!
    Thank you!

    @Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom
    Edited by Van_0S on July 13, 2016 8:08PM
  • KenaPKK
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    blabafat wrote: »
    KenaPKK wrote: »
    blabafat wrote: »
    @Joy_Division does his homework :open_mouth:

    @Joy_Division missed the point completely. You said in Legend guild chat at duels back when I was officer that you didn't know why magplar had buffs coming with Thieves Guild and that you thought it was balanced before those buffs.

    Joy is twisting it to suggest that I said you want RD to be dodgeable now. Idk how that jump in logic is made, and idk why quoting the opinion of an expert at a class is so taboo.

    Also I'll warn you against associating the length of a presentation with its accuracy or trustworthiness.

    Ah I didn't read a lot of the posts on here. I just found it interesting that he went back to a lot of my comments, that's all.

    Truuuuue
    Kena
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  • Zheg
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    @Van_0S giving stam a purge would cause more balance issues. Its what defines stamplar, and frankly, magplar too. Id be very scared to see stam DKs with cheap purge. Purge should remain a skill magicka want to slot, it just needs to be better at what it does while at the same time not outclassing purify.
  • KenaPKK
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    Zheg wrote: »
    Fixing/buffing purge seems to be popular. I wonder how many would still call for nerfs if purge was just buffed into usefulness. That may be one of the big gaps of disagreement here. I see no need for nerfs (among other reasons) because i have purify, GG. If purge was cheaper/better and more people were able to find jesus beam not so bad as a result, that seems like the better course to me. If you choose not to run a buffed purge, thats your choice and on you - i choose not to run defensive posture and accept the results, you should too.

    Would love for a purge buff. Would make a huge difference.

    However, it's single target purge that needs buffing, but the ability is a group support ability in the support tree.

    I actually wrote up a few paragraphs on it last week before scrapping them, having realized that buffing purge can quickly send the skill over the top again. I didn't want to start a whole new branch of the debate.

    If the bug where it only hits your first 6 group members is fixed, then it's still a useful ability in group. If you use it outside of a group, it's ridiculously expensive for the effect. I for one like this.

    If you scale the cost with allies hit, then it gets overly complicated, but that'd be a good way to go.

    But if you make it remotely good single target, then all magicka players would just run it and magicka DKs and debuff builds and stam dot builds all become garbage again.

    In my opinion, a widely accessible single target purge is a bad idea. That should be reserved for Templars and group specs, and the game should be balanced around there not being a great self-purge for the other classes.

    I just worry about rekting other weak builds with a purge buff just to deal with radiant. If you go watch my last video in the heavy armor destro resto fight, I always outnumbered and had a TON of dots and debuffs on me. They stream down the right side of my screen. Yet I did fine without a purge. Imo debuffs are not op, so touching purge should be done very carefully. There's a lot of collateral damage at risk with that spell.
    Kena
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  • maxjapank
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    ffs....I am not going to support any change to Radiant other than a slight decrease in range. A decrease in range to make it equal to gap closers such as Crit Charge, etc. And if you make it shorter, then make it instant and not a channel.

    Honestly, it really is a l2p thing. There are so many things you can do to avoid Radiant. And the only thing Stam users have complained about is not being able to interrupt it with gap closers. So fine. Get that wish and bugger off.

    Again, if you are dying to skills in outnumbered fights, then build better or drag those people out and make the fight smaller.
  • Joy_Division
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    @FENGRUSH -

    I do agree and know RD does immediate damage the instant the button is pressed and before the game's animation convey this to the target. I do not dispute this and agree it is a terrible thing to play with.

    However, it would take a pretty fair amount of evidence to convince me this phenomenon is somehow unique to RD. Many, many times I have found myself uppercutted, shield charged, crystal fragged, or outright killed on attacks I swore I either blocked or dodged or healed or something in time ... judging by ESO's animations. I am unsure this is a latency thing or ESO just calculate attack upon immediately pressing the attack button (as opposed to when the animation actually plays out) but it's real and I see the damage numbers up pop in my combat log (both as attacker and target) before these attacks appear on the screen.

    Is this something that merits a special nerf to RD because it is so dangerous? That's I'm not so sure of. You - and everybody - keep saying the execute threshold is 50%, but that is misleading. The damage does start scaling at that point, but when the target is at 49% health, the damage they are receiving is NOT worthy of being called an execute. The fact of the matter is you at 49% chance are in more lethal danger if the templar is using sweeps and that damage is hitting you before the actual animations play out. And ever since the day 1.6 was released every class and spec except a magicka DK could absoultely land an insta-kill in a single global cooldown to a taret at 50% health. Players should always be in a defensive position or at least ready to immediately adopt one and that's an Eric Wrobel ESO thing, not just a templar Jesus Beam thing. And stop saying RD is the only execute in the game at 50% because Executioner follows the same scaling mechanics.

    Of course, to be clear, no damage from any skill should ever take away people's health without the animation playing out and time to react.

    But OK fine, maybe you disagree and want to nerf the execute threshold to 25%. Well, that's going to ***-off the PvE community, but for PvP I could live with that because I am not one of those morons who spam this at 100%. But are we done? Or, is the just the start of the RD nerf train? are we also putting in the 18 meter nerf to make things "fair" for melee classes and removing the moderate damage to "bring it in line with other executes" and doing other things people suggest? ZoS will likely hack this skill up as you say if those advocating for a nerf just keep tossing complaints rather than prioritizing what aspects to change and what to keep
    Edited by Joy_Division on July 13, 2016 9:36PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • KenaPKK
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    Zheg wrote: »
    frozywozy wrote: »
    tist wrote: »
    Ability should only deal execute damage when cast within execute range.. also 50% is too high.

    Yep. should be around 25% or so.

    Then the skill needs to be scrapped. With that suggested change it would need to be instant cast or it would be worse than impale - a skill few nb even find value in running. Youd need to compensate templar damage elsewhere, and add viable counters to stam rolly pollies on other fronts. Sounds like a fail of a change.

    It would still be longer range and go through dodge. Id take a 25% threshold Jesus beam over impale any day, and I'm an actual mageblade player who swears by impale. Go play staff mageblade before making a claim like that.

    FYI the reason most mageblades don't use impale is because they're either dual wield burst and don't need the execute at all, or they're using staves with ultimate combos for kills, such as meteor and soul assault. Any staff mageblade who looks to kill without a cheese one shot combo will live by impale, no exceptions. It is in my opinion a fantastic ability, perfectly balanced for an execute.

    But the number of times I spam it at rolly polly things sitting at 2k health is hilarious. Balanced imo because counterplay, but hilarious. Impale is also my shortest range damage ability, requiring me to close a gap in order to have kill potential on non-potatoes. Because of this and projectile travel mechanics, destro resto mageblade actually functions best juuuuust out of melee range, requiring kiting and risk. I love that. If I had a 25% execute beam instead of impale, I could be 100% lethal at 30m or more, and no one could dodge roll my killing blows.

    Honestly in my opinion, because of these comparisons, beam would function well as an execute if it had a 25% threshold. It would be 100% better than impale, albeit with a worse name :trollface: , because of the range, channel, and undodgeability. I advocate for a range nerf now instead of a reduction in the execute range for pve's sake. It'd be obnoxious to have to rebalance damage elsewhere for that. *tips hat to Nifty*
    Edited by KenaPKK on July 13, 2016 10:01PM
    Kena
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  • KenaPKK
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    Soris wrote: »
    Again, we dont need more damage. What we need is buff for our underwhelming and outdated abilities, so remove beam and buff our utility skills instead for trade off. Primarily Blazing Shield, Radiant Aura, Eclipse, Solar Barrage and Healing Ritual. Also BRING BACK BLINDING FLASHES!

    Not sure about deleting beam or bringing flashes back, but the rest of these definitely need attention.

    Solariken wrote: »
    KenaPKK wrote: »
    Counterplay to beam is focused in two class abilities, crushing shock, venom arrow, bashing, and LoS.

    @KenaPKK those may be the explicit counters to the beam itself, but in reality 99.9% of the time any ranged CC will do the trick. Whenever someone opens a beam on me, I immediately block-cast a Javelin in their face. I actually prefer this because it creates a longer window of time for me to counter or run away before they can beam me again. Regular interrupts or bashing don't necessarily stop them from spamming.

    If you don't want to slot an interrupt, just figure out which ranged CC you like and use that. Then once you realize how effective it is for countering RD, you can share the good news with all the other haters and one day we can stop seeing these RD nerf threads. :)

    This would become a buff Agony / Rune Prison / Fossilize thread. Fact is only Templar has a solid ranged cc that can be tossed out at that range whenever a beamer shows up, and few Templars even use it. Gotta consider other classes in your analysis, same as I told Zheg.

    Very true point that I failed to include ranged ccs in my post, though. I didn't think of Javelin because Templars have purify, and I didn't think of the other 3 because they're all so ineffective. I'd be all for across the board buffs to ranged ccs. Would need to take cc immunity and how easily beam can be reapplied into account.
    Edited by KenaPKK on July 13, 2016 10:01PM
    Kena
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  • Solariken
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    I still think a range(distance) reduction on RD is a bad solution because ranged Templars have no escape or re-positioning ability. Magblades can deal with their short execute distance because Cloak, Crippling Grasp, Shadow Image, etc. For a ranged Templar to have a chance at using casted and channeled attacks, they need to use distance to their advantage.

    I would entertain the thought of reducing the execute threshold to 25% if the base damage/DPS were increased significantly and the bonus % reduced proportionally. Again, because it's channeled and limits movement speed, it needs to be appropriately rewarding to use it.
    Edited by Solariken on July 13, 2016 10:01PM
  • Zheg
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    Solariken wrote: »
    I still think a range(distance) reduction on RD is a bad solution because ranged Templars have no escape or re-positioning ability. Magblades can deal with their short execute distance because Cloak, Crippling Grasp, Shadow Image, etc. For a ranged Templar to have a chance at using casted and channeled attacks, they need to use distance to their advantage.

    I would entertain the thought of reducing the execute threshold to 25% if the base damage/DPS were increased significantly and the bonus % reduced proportionally. Again, because it's channeled and limits movement speed, it needs to be appropriately rewarding to use it.

    This, kena thinks 25% would make it better than impale, not imo, not when its channeled. Channeled does in fact make you vulnerable, i know its hard for other classes to get because so few have casted or channeled abilities, but channeled skills are not fun. Sorc execute instantly becomes the best at that point. If thats the goal, then dmg needs to be compensated elsewhere, and then people will start complaining all over again.
  • KenaPKK
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    @Zheg @Solariken

    To illustrate it differently for you, adding damage above execute range has the same implications as increasing the execute threshold regardless of how you change the execute portion. It would be like making Swallow Soul a channeled continuous damage ability that can't be dodged. Of course people would complain...that's op. :lol:
    Kena
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  • maxjapank
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    Zheg wrote: »
    Channeled does in fact make you vulnerable, i know its hard for other classes to get because so few have casted or channeled abilities, but channeled skills are not fun.

    People think it's easy to land a kill with Radiant. They say it is a skillless one-button win ability, but it's not. It takes proper timing and situational awareness. No one in this thread has argued against Radiant being balance 1v1. They say it's fine in this situation.

    But they say that in outnumbered situations or in zergs that it is unbalanced. And I would still argue that in outnumbered situations, you are likely to die anyway. And if the problem is the range of Radiant, then reduce the range to that of gap closers so that you can interrupt the caster. Otherwise, build better or drag the players out to a more even numbered fight depending on your skill.
  • KenaPKK
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    @Zheg @maxjapank if the execute threshold is 25% and you use the ability at 25%, they'll almost always just die, especially with the initial tick that hits as the animation starts. Killing the target will end the channel ya know, and killing people with beam happens really quickly when you use your execute properly. ;)

    maxjapank wrote: »
    People think it's easy to land a kill with Radiant. They say it is a skillless one-button win ability, but it's not. It takes proper timing and situational awareness.

    Using it in outnumbered situations does not require timing and situational awareness if you're far enough away where you can't be punished for being a potato. It's a hole in the skill floor of the skill. That is the problem.

    maxjapank wrote: »
    But they say that in outnumbered situations or in zergs that it is unbalanced. And I would still argue that in outnumbered situations, you are likely to die anyway.

    Agreed, let's just balance the whole game so that the side with the most players always wins. Such fun! I'm getting really tired of this slack excuse for poor balancing.

    maxjapank wrote: »
    And if the problem is the range of Radiant, then reduce the range to that of gap closers so that you can interrupt the caster.

    That's all I'm advocating for at this time. There are lots of other ideas out there worth considering, though, and many people have chimed in with decent arguments in their support.

    maxjapank wrote: »
    Otherwise, build better or drag the players out to a more even numbered fight depending on your skill.

    Trust me, trying to string out the group to build distance from the likely slower Templar -- i.e. running like hell til they can't reach us -- is about all that's left for counterplay when they're outside of gap closer range. Between the strength of gap closer and other snares, though, and with incoming damage putting you on a clock, that's not always possible.
    Edited by KenaPKK on July 13, 2016 11:30PM
    Kena
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  • Zheg
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    KenaPKK wrote: »
    @Zheg @maxjapank if the execute threshold is 25% and you use the ability at 25%, they'll almost always just die, especially with the initial tick that hits as the animation starts. Killing the target will end the channel ya know, and killing people with beam happens really quickly when you use your execute properly. ;)

    Actually... killing the target does NOT end the channel :P I can't tell you how many times my beam lingers for the full duration on a dead body if I don't cancel it myself.

    Yes, they are most likely going to die, but there are also many times where they are healed up and now you've been channeling something making yourself vulnerable to someone else's incoming attacks (or theirs). The skill also slows your character while channeling, not so fun in the current meta where you're snared more often than not by regular abilities.
  • maxjapank
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    Zheg wrote: »
    KenaPKK wrote: »
    @Zheg @maxjapank if the execute threshold is 25% and you use the ability at 25%, they'll almost always just die, especially with the initial tick that hits as the animation starts. Killing the target will end the channel ya know, and killing people with beam happens really quickly when you use your execute properly. ;)

    Actually... killing the target does NOT end the channel :P I can't tell you how many times my beam lingers for the full duration on a dead body if I don't cancel it myself.

    Yes, they are most likely going to die, but there are also many times where they are healed up and now you've been channeling something making yourself vulnerable to someone else's incoming attacks (or theirs). The skill also slows your character while channeling, not so fun in the current meta where you're snared more often than not by regular abilities.

    Again. Spoken like someone who plays a Magicka Templar. As I'd expect.

    @Zheg Don't you get tired of people posting who don't know jack $%&# about the class? :)
  • WebBull
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    RD seems to be getting worse every time I log on. It really is out of control. Does everyone have a Templar alt?

    Should be dodgeable if it hits above 20%, undodgeable it it hits below 20%.
  • KenaPKK
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    maxjapank wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    @Zheg @maxjapank if the execute threshold is 25% and you use the ability at 25%, they'll almost always just die, especially with the initial tick that hits as the animation starts. Killing the target will end the channel ya know, and killing people with beam happens really quickly when you use your execute properly. ;)

    Actually... killing the target does NOT end the channel :P I can't tell you how many times my beam lingers for the full duration on a dead body if I don't cancel it myself.

    Yes, they are most likely going to die, but there are also many times where they are healed up and now you've been channeling something making yourself vulnerable to someone else's incoming attacks (or theirs). The skill also slows your character while channeling, not so fun in the current meta where you're snared more often than not by regular abilities.

    Again. Spoken like someone who plays a Magicka Templar. As I'd expect.

    @Zheg Don't you get tired of people posting who don't know jack $%&# about the class? :)

    If I can't speak against beam because I'm not a Templar player, then you and Zheg as a Templar players may not speak in its defense because bias. Identical and equally poor logic. Also notice the more experienced Templars than Zheg speaking in favor of a buff in this thread, including the OP. Idk who you are because I can't see signatures.

    This is a bug that I have not seen in Cyrodiil ever and which has never come up in conversation, and I know a lot of excellent Templars with more comprehensive experience than Zheg. If it truly exists, though, then it is a bug and does not influence balance discussions. Have it fixed.

    Regardless, you need to face my arguments regarding the skill if you wish to salvage your place here. Stop sidetracking the discussion and trying to make it personal.
    Edited by KenaPKK on July 14, 2016 12:32AM
    Kena
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  • KenaPKK
    KenaPKK
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    WebBull wrote: »
    RD seems to be getting worse every time I log on. It really is out of control. Does everyone have a Templar alt?

    Should be dodgeable if it hits above 20%, undodgeable it it hits below 20%.

    That's a new and interesting idea.
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • Seri
    Seri
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    KenaPKK wrote: »
    maxjapank wrote: »
    People think it's easy to land a kill with Radiant. They say it is a skillless one-button win ability, but it's not. It takes proper timing and situational awareness.

    Using it in outnumbered situations does not require timing and situational awareness if you're far enough away where you can't be punished for being a potato. It's a hole in the skill floor of the skill. That is the problem.
    ^^ Can confirm - the number of times I get simultaneously RD hit by 4 or 5 different people in Alchuri's group well above 50% HP while the entire damn group chases me down 1v15. Admittedly the 5 RD's I don't mind until the other 10 players reach me...

    KenaPKK wrote: »
    WebBull wrote: »
    RD seems to be getting worse every time I log on. It really is out of control. Does everyone have a Templar alt?

    Should be dodgeable if it hits above 20%, undodgeable it it hits below 20%.

    That's a new and interesting idea.
    I'd happily take that if it means people stop complaining about RD as well. Pretty much all my kills are from only 1-2 RD ticks which any other execute (if a magplar had one) would have worked just as well.
    EP CP160+ Templar, Sorc, NB
    DC CP160+ Templar, Sorc, DK
  • Seri
    Seri
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    KenaPKK wrote: »
    maxjapank wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    @Zheg @maxjapank if the execute threshold is 25% and you use the ability at 25%, they'll almost always just die, especially with the initial tick that hits as the animation starts. Killing the target will end the channel ya know, and killing people with beam happens really quickly when you use your execute properly. ;)

    Actually... killing the target does NOT end the channel :P I can't tell you how many times my beam lingers for the full duration on a dead body if I don't cancel it myself.

    Yes, they are most likely going to die, but there are also many times where they are healed up and now you've been channeling something making yourself vulnerable to someone else's incoming attacks (or theirs). The skill also slows your character while channeling, not so fun in the current meta where you're snared more often than not by regular abilities.

    Again. Spoken like someone who plays a Magicka Templar. As I'd expect.

    @Zheg Don't you get tired of people posting who don't know jack $%&# about the class? :)

    If I can't speak against beam because I'm not a Templar player, then you and Zheg as a Templar players may not speak in its defense because bias. Identical and equally poor logic. Also notice the more experienced Templars than Zheg speaking in favor of a buff in this thread, including the OP. Idk who you are because I can't see signatures.

    This is a bug that I have not seen in Cyrodiil ever and which has never come up in conversation, and I know a lot of excellent Templars with more comprehensive experience than Zheg. If it truly exists, though, then it is a bug and does not influence balance discussions. Have it fixed.

    Regardless, you need to face my arguments regarding the skill if you wish to salvage your place here. Stop sidetracking the discussion and trying to make it personal.
    From my experience, killing _should_ end the channel but I often find with lag if the player dies somewhere between me requesting the cast, the server receiving the request to cast, and my client then acknowledging and starting to beam (assuming that's what happens on the technical side), I'll keep beaming the dead body and have to manually cancel it. Having 300+ms ping, this occurs more than I'd prefer.
    EP CP160+ Templar, Sorc, NB
    DC CP160+ Templar, Sorc, DK
  • Roechacca
    Roechacca
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    Templar was so gimped for so long that I'm really particular about any changes to the class. With that said, RD doesn't really do much unless more then one is casting. What ever balance your looking for, just keep in mind it's easy to throw this class off balance.
  • Essiaga
    Essiaga
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    Nifty2g wrote: »
    Mureel wrote: »
    Oh fuxxake. Lol. L2P
    you say L2P but really, it's the ones sitting in the back hitting 1 button for their day in Cyrodill. Those are the ones who need to L2P and stop with terrible game play.

    The one standing in the back? Do you mean the ones working siege?
    DKsUnite wrote: »
    just make it 15m like the NB execute.... if they wanna hit me for 15k then i want them to be next to me
    I also agree
    Overload isn't an execute.

    I get you're point with RD ... people are doing the same with Poison Injection and Snipe. Especially from keeps. RD is much easier to see so it will get more complaints.

    I think Bombard is a bigger pain in the butt. They sit in the back and spam bombard while others gap close execute spam on infinitely rooted players. It's BS. What do you got for that?

    I think Talons has been a pain in the butt longer. A stam build has the magicka to run a magicka build (or 5) out of stamina.

    I think poisons are bigger pain in the butt. Where did that debuff come from? Where'd my stam go? I didn't see anyone cast Reverb or Dark Flare ... the don't effing have to anymore. Anything can happen at any time. Every class has every debuff, every buff ... Homogenized just like ZOS always said they want to avoid.

    I think gimmick sets are bigger pain in the butt. Purple tether ...

    But siege is Cancer. To get sieged on by a zerg is the epitome of broken mechanics. Siege empowers zergs and cheeze player more so then RD ever could. You don't have to be a templar. You don't even have to unlock a skill. The fact that you can drop siege on your friends and only harm the enemy is super broke and there is ZERO reason not to exploit it. Whats the counter to siege? Can't reflect siege. It takes skill and throws it out the window.

    Another cancer is Resource farms were zergs are using not only siege but NPC guards to farm groups. It would be great if NPC despawn as more allied players show up.

    Another Cancer is Emp. Why does the winning team (which is usually the zerging team) need a bufffed player to help them win harder? You pray for a paper Emp because when it's a decent player at Emp he can own the game. It's stupid.

    The gaps between players are to great and therefore any skill such as bombard, talons, Magicka Det, RD, etc, are going to be used to death. It's also a reward based system. People need their AP.
  • Van_0S
    Van_0S
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    WebBull wrote: »
    RD seems to be getting worse every time I log on. It really is out of control. Does everyone have a Templar alt?

    I do. My first character was a magblade.
    WebBull wrote: »
    Should be dodgeable if it hits above 20%, undodgeable it it hits below 20%.

    Its a channel, not an execute like impale. Also, it hits hard at 25%.
    Just use efficient purge+rapid maneuver! or cloak+double take if your a NB. If many are after your life.
    Edited by Van_0S on July 14, 2016 12:54AM
  • Tormy
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    I still believe the best fix is to put it at 25% execution range and shorten the range to where mag nb impale is at
  • Van_0S
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    Tormy wrote: »
    I still believe the best fix is to put it at 25% execution range and shorten the range to where mag nb impale is at

    Again, its a channel. It becomes a useless execute......of what you have suggested.
    Edited by Van_0S on July 14, 2016 12:56AM
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