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Lets Balance Radiant Destruction

  • Darnathian
    Darnathian
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    FENGRUSH wrote: »
    Darnathian wrote: »
    FENGRUSH wrote: »
    Bashev wrote: »
    Darnathian wrote: »
    FENGRUSH wrote: »
    Van_0S wrote: »
    @Zheg, @Joy_Division
    Don't waste your time with KenaPKK , he's just a troller!Just ignore him.


    The solution that fengrush has given, is bad for pve players . Also,reducing the range is laughable in this thread, like 5-10 meters??
    What you guys think, its an AoE damage like steel turnado or single instant execute that can be weaved like executioner/impale/killers blade?

    RD is a channel ability and the caster become vulnerable when he uses that spell.
    Just think for sec, if I cast RD at 5meters, when I am fighting 2 players. One of them will block my RD and dodgeroll or interrupt me , but the other player will nuke me.

    So, what happens with this skill, when the range is nerfed, you can't escape from battle because a templar has no mobility, even his defence that is blazing shield is worthless, also once RD is casted on a player, that player can see this opportunity to use his famous gap closer on him because the caster can't do any thing at that particular moment when he is casting that channel ability.

    Wait - how or why is this bad for PvErs? Why would I specifically detail solutions in those posts with phrases like 'so it doesnt impact PVE negatively' only to have you come say my solution is bad for PVE?

    Zheg, and Joy_Division both agreed on this point being unfair.


    I think this is where the skill balance starts at. Honestly - its really for your benefit templars. This skill will get nerfed worse if you dont try to get on board with some sort of fix. The amount of templar rerolls in conjunction with beam spam in cyrodiil should be telling to you. These things dont change overnight - but theyre going to change.

    Any templars coming here boldly stating theres nothing wrong with beam and its current overuse in cyro right now is a result of self delusion or inexperience.

    That last word is funny. "Inexperience?"

    To the best if my knowledge you have never played templar and yet you are in here advocating for nerfs.

    The people in this game.

    In this case you dont have to play a templar, you have to fight against them to get the current Cyro meta experience. ESO looks like more to Star Wars with these laser beams.

    I dont think @Darnathian is here to actually discuss the issue. Last post made before making irrelevant class point at me is saying "if were nerfing beam lets nerf ambush spam". Great additions to the conversation - couldnt have added that gem unless he was a templar main though.

    There is nothing to discuss that hasnt been stated in the million other threads. Most have admitted balancing is centered towards one on one. which is extremely important if/when BGs come out.

    And yes uf sitting back at 40 meters is a problem for stamblades then spambush is a problem for Magplars or Mag Dks as they have no mobility.

    There are so many ranged abilities that if spammed in group play from the rear will equal dead. But please, lets nerf one skill.

    My main was a Mag DK. And threads like these is why its a dead class. But please continue.

    What else is there to say? Zheg and others have already smoked all u.

    Ive only called for one change. Zheg agreed with it. How did I get smoked? You managed to make another post and not actually contribute to the issue or suggestions.

    With respect to your point that all skills are balanced for 1:1 - thats completely false. They actually arent. Barrier wasnt rebalanced for 1:1 - its a skill that is most relevant in group play. Same for purge, and rapids, and so on. Their effect in XvX combat is the same as beam, and should be treated as such.

    BGs wont be 1:1 by the way. Dueling is 1:1.


    You were a mag DK werent you? The same one that complained about my stam sorc trashing you 1:1 when stam sorc was pretty much at its lowest point. Ill be sure to take your points under serious consideration, especially with respect to whos being smoked around here.

    lol. a streamer that beat me one on one has exactly what to do with this?

    u want to go that route then i will play...

    ill be sure to take any "proffessional" gamers points seriously. lol. go make some more whine videos and take some more peeps hard earned money.

    my reference was to all the points from both sides. his were clearly better thought out and factual.

    could the skill be better? sure. but thats the problem with these threads. other skillz must be adjusted across the board.

    but zos doesnt do that. they just hammer a couple and destroy classes.

    ITS A DAMN HARD COUNTER TO DODGE ROLLERS FROM RANGE FOR A CLASS THAT HAS NO MOBILITY.

    but please lets nerf the range so that those melee builds will be close enough for the magplar to be unable to get away.

  • KenaPKK
    KenaPKK
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    maxjapank wrote: »
    KenaPKK wrote: »
    maxjapank wrote: »
    sluice wrote: »
    My main character is a Magplar and I'm changing side on this debate...
    I'm for a nerf to Radiant Destruction. Reducing the range is probably what is best suited without making this skill useless.

    Currently, I feel like RD is fair in "honest" 1v1 fights.
    It's in group play with it's ridiculous range that make it OP.

    Reduce the range and you won't see as much 2+ beams spamming the same target.

    Reducing the range is the only acceptable change. And I have also said I would support a reduction to those of gap closers. But these "nerf" guys are going for more.

    *looks around the room*

    >_>

    <_<

    Nope, uh, that's actually exactly what I'm gunning for. I don't know the ideal range to reduce it to, but at least to where there is no instance where its range exceeds gap closer range is the end goal. I've discussed and supported shorter ranges that this, but this is the important bit and would completely satisfy me.

    And I would be perfectly fine with this, too. So....are you done here?

    I've been done here. lol The debate has been over for pages. You and Zheg have kept making passes at me, and now this Darnathian character comes in here trying to rile people up all over again. You shoulda said "yea I agree, but only with Kena's range nerf," not all this other drama.

    /thread means /thread people >_< this debate is exhausted.
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • Zheg
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    KenaPKK wrote: »
    maxjapank wrote: »
    KenaPKK wrote: »
    maxjapank wrote: »
    sluice wrote: »
    My main character is a Magplar and I'm changing side on this debate...
    I'm for a nerf to Radiant Destruction. Reducing the range is probably what is best suited without making this skill useless.

    Currently, I feel like RD is fair in "honest" 1v1 fights.
    It's in group play with it's ridiculous range that make it OP.

    Reduce the range and you won't see as much 2+ beams spamming the same target.

    Reducing the range is the only acceptable change. And I have also said I would support a reduction to those of gap closers. But these "nerf" guys are going for more.

    *looks around the room*

    >_>

    <_<

    Nope, uh, that's actually exactly what I'm gunning for. I don't know the ideal range to reduce it to, but at least to where there is no instance where its range exceeds gap closer range is the end goal. I've discussed and supported shorter ranges that this, but this is the important bit and would completely satisfy me.

    And I would be perfectly fine with this, too. So....are you done here?

    I've been done here. lol The debate has been over for pages. You and Zheg have kept making passes at me, and now this Darnathian character comes in here trying to rile people up all over again. You shoulda said "yea I agree, but only with Kena's range nerf," not all this other drama.

    /thread means /thread people >_< this debate is exhausted.

    And... for the record... left off with you unable to answer my reply. This thread will end like all the others, but ironically enough even though we hear the same nerf calls, their arguments havent been honed in the many months that we've done this.
  • maxjapank
    maxjapank
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    KenaPKK wrote: »
    You shoulda said "yea I agree, but only with Kena's range nerf," not all this other drama.

    I did. I have consistently supported a range nerf, ever since Bee said something about it.
  • KenaPKK
    KenaPKK
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    Zheg wrote: »
    KenaPKK wrote: »
    maxjapank wrote: »
    KenaPKK wrote: »
    maxjapank wrote: »
    sluice wrote: »
    My main character is a Magplar and I'm changing side on this debate...
    I'm for a nerf to Radiant Destruction. Reducing the range is probably what is best suited without making this skill useless.

    Currently, I feel like RD is fair in "honest" 1v1 fights.
    It's in group play with it's ridiculous range that make it OP.

    Reduce the range and you won't see as much 2+ beams spamming the same target.

    Reducing the range is the only acceptable change. And I have also said I would support a reduction to those of gap closers. But these "nerf" guys are going for more.

    *looks around the room*

    >_>

    <_<

    Nope, uh, that's actually exactly what I'm gunning for. I don't know the ideal range to reduce it to, but at least to where there is no instance where its range exceeds gap closer range is the end goal. I've discussed and supported shorter ranges that this, but this is the important bit and would completely satisfy me.

    And I would be perfectly fine with this, too. So....are you done here?

    I've been done here. lol The debate has been over for pages. You and Zheg have kept making passes at me, and now this Darnathian character comes in here trying to rile people up all over again. You shoulda said "yea I agree, but only with Kena's range nerf," not all this other drama.

    /thread means /thread people >_< this debate is exhausted.

    And... for the record... left off with you unable to answer my reply. This thread will end like all the others, but ironically enough even though we hear the same nerf calls, their arguments havent been honed in the many months that we've done this.

    Oh wait wut? Pm me a link, I missed it in all this noise.
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • Zheg
    Zheg
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    Zheg wrote: »
    KenaPKK wrote: »
    @Zheg

    I put myself in your build's shoes. In fact, in all of these threads and even in my very last post to you, I systematically put myself in every possible build's shoes in my analysis of radiant. It's right there in your quote.

    You say "well your build deals with snipe and has a hard time with radiant; it's the opposite for mine, so balanced."

    No, I said that my build struggles with snipe objectively more than your build. I do not have the luxury of mist form mobility, making me less mobile than your magplar. I do not have the luxury of a purify. I do not have the luxury of a burst heal. I cannot use snb and expect to kill anything, unlike you, so thus I cannot block as much either.

    And yet I do not struggle with snipe, or arrow, or crushing shock, or frag, or any other ranged ability spam NOT because my build or class inherently counters them or has a mechanism to deal with them -- because they DON'T -- but because I utilize windows of counterplay in the overarching mechanics as well as superior gameplay to avoid them. Read that sentence again because it went right over your head the last time.

    My build copes with ranged ability spam of ALL kinds worse than ALL viable pvp builds except for 2h/bow stam sorc (rip), and yet NO ranged ability spam gives me any notable trouble except for radiant.

    This is because ALL OTHER ranged abilities, when spammed down on a fight from a distance, have inherently more opportunities for counterplay than radiant. PERIOD. I have demonstrated this in my last post. Since you seem to be spinning your wheels, I'll give you a little direction. You are in a position where you must either refute or justify radiant's higher power budget yet lower inherent counterplay than pretty much every other ranged damage skill in the game. If you cannot do so or do not want to, then you are done here.

    That is not a matter of my build or your build. That is a matter of access to counterplay across ALL builds. LoS is broken with radiant, it can't be dodged, and blocking it doesn't work because it's a channel and you'll just drain stam while standing still until you die.

    I'm trying so hard to remain civil, but you're sitting in a bubble......and telling me I'm the one in a bubble......when I clearly demonstrated step by step how all builds EVER can cope with this skill. Go play magicka DK or stam sorc solo in open world for a week, and tell me how you feel about radiant at the end.

    @KenaPKK The fact that LoS is not working as well as it should does NOT mean that skill X should be nerfed. You do not nerf a skill because a bug exists for something else. You fix the bug, you lobby for ZOS to prioritize it. Should SA have been nerfed when camo hunter was bugged and people could oneshot with a stealthed heavy attack into SA? You would have felt strongly the answer is no, so do not move the goal posts for jesus beam because you dislike the skill or because it's not your class.

    You're still going into specifically what your build does well or struggles against. I'm not suggesting that snipe is more dangerous to some magplar builds than jesus beam, I'm saying it's a fact. People may disagree because they're thinking about their own builds, but if you are NOT running the 5 heavy malubeth cheese (which is likely to get nerfed) then you rely on harness and heals for active defense and from personal experience I can assure you that jesus beam is less of a struggle on those builds - joy has alluded to this as well, as can most of my templar friends. There were times when I'd be sieging an outer wall up front and I'd joke in TS about how I'm going to die because there were multiple jesus beams on me while I was being ranged down by others (hint, I didn't actually die, I just kept my shields and purify up and healed when needed). Those are the situations where everyone is complaining about jesus beam, if I can do fine where there's a random smattering of potatoes coming down to melee me, counter siege, bowtards firing, jesus beams spammed at full health ... then that reinforces that there are indeed builds where jesus beam is less of a threat than other ranged skills. You want to talk pressure? Try being someone that gets tab targeted by raids.

    Answer these questions:
    *Is the skill fine in a 1v1?
    *Is the skill fine in smallman fighting?
    *Is the skill fine when outnumbered?

    If your answer is yes, yes, no - then you are only looking to 'balance' the skill when you're outnumbered, and for what I consider obvious reasons that should never be the goal of balance decisions.

    You say there is a lack of counter play for the different classes. I say that there is enough counterplay (sorcs may be the exception, but I'll get to that in a bit). You may not use it, but cloak especially on a magicka nb should be near as effective on jesus beam spam as purify. There is no excuse to argue a mag nb is having a hard time with the skill when they are not slotting their best counter and one of their best utility skills. The mechanics may be slightly bugged in the current patch, but again, you do not nerf other skills because a bug exists elsewhere. Think about how often we get balance changes - what do you think were to happen if the bug gets fixed? The skill will remain nerfed ad infinitum. What a terrible idea to balance around bugs. Back on topic, even on a stam nb, you can cloak about as many times as you're telling my magplar to dodge those snipes. I'd also point out because @Vangy seems to have pie-in-the-sky visions about 5 snipes always being fired off from different players at the same time, that one dodge roll will very likely not cover all of them and a magicka build can only do it so much. The counter play exists for snipe in that example - but it is just as limited (because of resources) as it is for a stam nb to cloak it.

    I still maintain that you cannot even get past the premise for why the nerf convo should even begin. If you are only ever arguing the skill needs nerfs because of outnumbered situations, and you are arguing there is a lack of counter play because bugs exist that impact the counter play, then you are walking a dangerous path on balance. Those two things should never be the driver of nerfs or buffs. But let's do a class run down since you seem so focused on the counter play:

    Templar: magicka templar should have no issue with jesus beam. If you are, you need to re-do your build. stam templar should be one of the best suited stam builds to deal with jesus beam, they will still struggle with it. They can purify about as often as a magplar can be expected to dodge roll something like snipe. Balanced for both styles of play imo.

    NB: magicka nb should come in right behind magplar for being able to deal with jesus beam because of cloak. My survival is healing ward, harness, and purify - you can do the same thing but replace purify with cloak. stam nb are right behind stamplar because cloak counters just like purify for jesus beam and you can do it as often as a magplar can dodge roll. Balanced for both styles of play imo.

    DK: both mag and stam struggle, stam to a great extent. Mag can still harness and healing ward, but that is unlikely to be enough in an outnumbered situation unless you have good access to LoS. Stam have nothing other than stam heals. I still say this is balanced for both because of wings. Wings reflects the majority of skills a templar would dps with - the only exception besides jesus beam is jabs, and jabs are highly counterable on a DK because of talons and fossilize. I know DKs hate jesus beam, but templars hate your wings just as much. When the only thing I can do is heavy resto attack you or jesus beam you for damage, I don't see you whispering me "hey, sorry all of your javelins, DFs, and reflective lights were bounced back in your face, it must suck to have your damage countered so well by a DK" ... I do see whispers complaining they died to jesus beam though. Stam DK was the absolute best counter to a magplar in the past few patches imo, so I feel no sympathy that they struggle against one skill in the magplar arsenal. Both lack counterplay to jesus beam, both are strong against the super majority of templars' other damage. It has a very strong rock/paper/scissor balance.

    Sorc: no real strengths against magplar, no in class counter. They have the best mobility when streak works, so they can LoS and stun to interrupt better than others. They are already invested in shields, so they play similar to my magplar with healing ward and harness, but lack purify. They can run purge, but purge sucks. The only bonus is that most mag already slot crushing shock. Fix purge, maybe give a class counter, I'd be ok with that buff. Stam sorc same problem as stam DK, but no wings to justify jesus beam being so strong against it - perhaps the worst draw of the lot, but stam sorcs are used to that unfortunately. Perfectly fine buffing stam sorc.

    That is a pretty balanced spread Kena. There are gaps (stam sorc in particular), but for the majority, there can be sound arguments made that the class options for counterplay exist to the extent that they should. I'd finish by suggesting that maybe ZOS wants to stop the 1vX style of farming potatoes, and jesus beam was an option to do so. They wanted to stop the ball group play, I'm sure some of the farmed potatoes find 1vX just as frustrating and toxic. But again, you still can't argue past the premise, and that's before we even begin to debate the specifics.

    @KenaPKK dis. You keep talking nerfs because of 'counterplay' issues. Buff purge, and give sorcs something because unlike DKs the class has nothing to counter templars like wings. The ability is fine in 1v1 and small scale, why would you ruin it for those realms to balance 1vX when if something must be done, you have the option of just buffing things that actually need to be buffed instead.
    Edited by Zheg on July 15, 2016 5:32AM
  • KenaPKK
    KenaPKK
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    Zheg wrote: »
    @KenaPKK dis. You keep talking nerfs because of 'counterplay' issues. Buff purge, and give sorcs something because unlike DKs the class has nothing to counter templars like wings. The ability is fine in 1v1 and small scale, why would you ruin it for those realms to balance 1vX when if something must be done, you have the option of just buffing things that actually need to be buffed instead.

    I originally said LoS was bugged sarcastically, then it kinda stuck. Is the 2 second wait before the beam breaks intended? I don't know, but it's certainly frustrating and unrealistic. Would you Templars rally as strongly against a nerf that made beam break immediately at a slight LoS as you do against a range nerf? I don't know, but I also don't know why you need a beam over 30m to begin with.

    I already explained why your snipe comparison is irrelevant.. I made the comparison to my build to point out that despite having fewer resources at my disposal with which to deal with snipe, it's way less of an issue to me. Yes, this is an l2p or build better response. Sorry. Were you gauging this in your low impen, light armor, 100 points in Bastion Combat Physician heal build? I don't need to tell you that more impen and more CP into mitigation will make snipe a nonissue. Otherwise it's a mechanical problem. I explained the nuances to outplaying snipe mechanically before. Radiant does not share these options.

    I absolutely do want to balance the skill when outnumbered. I want to balance all skills in all possible circumstances of play. I do not think that numbers should automatically win. I believe that with enough time, practice, and skill, players should be able to overcome greater numbers. I believe that radiant is too easy to stick and hold onto a far off, outnumbered target for how hard it can shut them down.

    As for classes, Templars and nightblades are fine. Yay purify. Fix cloak.

    Magicka sorcs are fine. Running dw instead of crushing shock is a choice.

    Stamina sorcs get rekt by beam. Utterly rekt. I've told 'em to use Venom Arrow, but I get back "why pigeonhole me into using below for one stupid ability" and "that ability does no damage at all." Buff Venom Arrow and leave all non-bow-wielding stam sorcs with no way whatsoever to deal with beamers standing at a distance other than the screwy LoS? I do not think stam sorcs need that.

    Magicka and stam DKs get rekt by beam. Utterly rekt. Is this balanced since wings reflect stuff too? Maybe. I don't think so. The combination of wings and talons and gap closers forces everyone into melee range of DKs, except maybe sorcs because of steak. Shouldn't that be fine for Templars, though? Wouldn't that be like a battle of the houses? A DK who is outside of gap closer range and fighting other people gets absolutely fried by a beamplar. I'm not ok with that.

    I would argue that being able to shaft any DK or stam sorc from far off when he's outnumbered without the opportunity to gap close to you isn't cool. There should be more counterplay there.

    I'd argue for reducing the range instead of making it more LoSable because gap closers are more universal than LoS opportunities. "Oh you got in a fight in the open and a Templar happened to come along? Well rip, guess you shoulda had a tree there huh?" That seems a bit backward to me.

    ZOS has systematically moved against solo and small group play for as long as I can remember (only back to early 1.6). Yes, this use case of beam is another nail in the coffin. Projectile attacks from 40m away are dodgeable and blockable and easily LoSed, and none are executes. Not beam though. You still can't reach out and touch the guy, but his beam will stick to you through walls, can't be dodged or blocked, and will murder your ass at 30% while dealing relevant damage outside of execute range.

    :sleepy:
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • frozywozy
    frozywozy
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    How to counter the last 2 pages of this thread full of arguments that have been countered already :

    1) The skill is fine in 1v1. The skill gives no chance to melee characters in a large fight. It's not about being able to win a fight outnumbered it's about being able to stand a chance as a melee character who has to constantly be on the front line of a battle taking multiple hits from multiple opponents.

    2) The people who linked killing blows with Radiant Destruction haven't done it to prouve that having Radiant Destruction as the first skill on the list is a problem. The problem is having 1k killing blow in less than two weeks. This prouve how easy and how even a 9years old kid can finish off targets at low health without any problems. Of course without the assistance of other players, the skill would not perform that well. But the problem isn't there. The problem is that it is too easy to finish someone off with it. Huge range, huge damage, not enough counters (in the execute range). On top of that, when you beam someone at low health, you encourage any teamate around to hit that person and add a ton of pressure on him. I've tested that method lately. Just beaming people at full health while standing behind a zerg in a safe spot. As soon as you beam someone, you see 2-3 melee classes charging directly on that designated target and usually you will get the killing blow before the first channel even finish.

    Hope that makes sense.
    Edited by frozywozy on July 15, 2016 5:01PM
    Frozn - Stamdk - AR50
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  • Joy_Division
    Joy_Division
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    I'd just like to say my magicka DK does not get "utterly Rekt" by the beam. It gets rekt by other stuff because the spec sucks.

    Also I never once stopped what I was doing, said, "Wow, there's a templar Jesus Beaming a target at 100%. Let me completely change my tactics and target and dogpile the sucker."
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • frozywozy
    frozywozy
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    jeudi
    I'd just like to say my magicka DK does not get "utterly Rekt" by the beam. It gets rekt by other stuff because the spec sucks.

    Also I never once stopped what I was doing, said, "Wow, there's a templar Jesus Beaming a target at 100%. Let me completely change my tactics and target and dogpile the sucker."

    I'm also not really up for necrophily but some people are.
    Edited by frozywozy on July 15, 2016 9:12PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • zuto40
    zuto40
    ✭✭✭✭✭
    Maxed resistances
    25% reduce from cp
    mist form
    battle spirit

    still did 6k tics, i cri evry tiem
    Stamblade- Legate
    Tank/Heals Templar- Sergeant
    Magic DK- Corporal
    Stam DK- Sergeant
    Stamplar- Corporal

    YouTube https://www.youtube.com/channel/UCy8uqORxhlrMh8oz2230s9g
  • Odditorium
    Odditorium
    ✭✭✭
    Hold block
    PC/NA
    Aldmeri Dominion
    Dandy Warhol -|- Odditorium
    Oscillation Overthruster -|- Molag Trump
    Kira the Gelfling -|- Varag Ghoul-Chewer
    Buffy the Purple Slayer -|- Hostile Seventeen

    OTG
    Ayrenn's Army
    AD Only
  • TARAFRAKA
    TARAFRAKA
    ✭✭✭✭✭
    Lokey0024 wrote: »
    maxjapank wrote: »
    Lokey0024 wrote: »
    maxjapank wrote: »
    Lokey0024 wrote: »
    maxjapank wrote: »
    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.

    Already is instant.

    No, it isn't. It's a channel. But please, please make it completely instant. Would love the mobility.

    So that one tick for 12k instantly after casting (if crit) is only part of the damage this ability has? Needsca nerf then.

    Or maybe, just maybe, you have no idea wtf you're talking about.

    What is a 12k tick for someone with only 2.5 k health left?

    Imagine, if you can, at the end of the beam you're shooting from 40 meters away a stam user spamming execute. The first 2 execute hits happen within 1 second. The damage isnt spread out over the duration genius. It ticks execute damage constantly. If you actually use the execute ability in execute range or even about 10% higher it is instant death. So @ 30k health thats 8.2k remaining health and you're dead in 1 second.

    Now ill share something you should know, but are to "intelligent" to know. Sit in stealth and wait for someone at a resource. When someone rolls up cast dark flare, javelin, then RD. Ive watched this combo, and slight varients of it, completely destroy. Its almost more burst then a NB can put out. You cant recover because RD ticks hard and you really cant do anything to break the beam in time.

    This is toxic gameplay, as much as spamming RD from the back of a zerg hoping another player connects with your target because they already have someone spamming execute on them.

    Something that I noted in your scenario.
    You state that "it's ALMOST more burst than a NB can put out". Ergo...why isn't this a nerf NB thread??
    *I don't actually want that, I'm simply curious why a magplar ganking out of stealth is TOXIC but a NB doing it with even more damage/burst is TOTALLY ok.
  • Lokey0024
    Lokey0024
    ✭✭✭✭✭
    TARAFRAKA wrote: »
    Lokey0024 wrote: »
    maxjapank wrote: »
    Lokey0024 wrote: »
    maxjapank wrote: »
    Lokey0024 wrote: »
    maxjapank wrote: »
    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.

    Already is instant.

    No, it isn't. It's a channel. But please, please make it completely instant. Would love the mobility.

    So that one tick for 12k instantly after casting (if crit) is only [/i] of the damage this ability has? Needsca nerf then.

    Or maybe, just maybe, you have no idea wtf you're talking about.

    What is a 12k tick for someone with only 2.5 k health left?

    Imagine, if you can, at the end of the beam you're shooting from 40 meters away a stam user spamming execute. The first 2 execute hits happen within 1 second. The damage isnt spread out over the duration genius. It ticks execute damage constantly. If you actually use the execute ability in execute range or even about 10% higher it is instant death. So @ 30k health thats 8.2k remaining health and you're dead in 1 second.

    Now ill share something you should know, but are to "intelligent" to know. Sit in stealth and wait for someone at a resource. When someone rolls up cast dark flare, javelin, then RD. Ive watched this combo, and slight varients of it, completely destroy. Its almost more burst then a NB can put out. You cant recover because RD ticks hard and you really cant do anything to break the beam in time.

    This is toxic gameplay, as much as spamming RD from the back of a zerg hoping another player connects with your target because they already have someone spamming execute on them.

    Something that I noted in your scenario.
    You state that "it's ALMOST more burst than a NB can put out". Ergo...why isn't this a nerf NB thread??
    *I don't actually want that, I'm simply curious why a magplar ganking out of stealth is TOXIC but a NB doing it with even more damage/burst is TOTALLY ok.

    Well ive come to the realization that whoever does the balancing in this game doesnt fully understand the concept. If you look at the toolbelt of the NB its loaded to counter everything. Not just certain classes, every class. 90% of streams ive seen are NB just destroying everything because of this.

    Suppress dots (dk) defile on class abilities (templar) and basically they can toy with sorcs because the 6 sec shield, low physical resist and cc that bugs out alot. The unblockable cc of a nightblade reduces the damage from all sources effected by 23%. Imagine your tooltip dmg going from 10k to 7700 just like that.

    And before i go on a rant, which i already did, ill tell you the answer to the question. Impale doesnt hit from 40 meters away.
    Edited by Lokey0024 on July 16, 2016 7:48PM
  • Hempyre
    Hempyre
    ✭✭✭✭
    Frozy got away at bleaks the other day running up.the stairs with two of us on him, healed from quarter health (give or take) twice while I beamed him. I don't know what the other guy was using, he wasn't a temp. But clearly it wasn't a problem, even well within the "execute" threshold. He played well.



  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Dred76 wrote: »
    Frozy got away at bleaks the other day running up.the stairs with two of us on him, healed from quarter health (give or take) twice while I beamed him. I don't know what the other guy was using, he wasn't a temp. But clearly it wasn't a problem, even well within the "execute" threshold. He played well.



    Dem 17k CRIT BoL tho!

    Magplar has all the counters in the world against Radiant Destruction. Especially combined with Mist form (even though sometimes Mist Form won't mitigate anything, when it works it does wonders). The problem is against a stam sorc or a stam dk (especially stam DK because the stam sorc has the option to streak out of range). there is nothing to do. You simply die and ride back. I think that buffing Igneous shield strength could help give a significant counter.
    Edited by frozywozy on July 17, 2016 12:57PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Wycks
    Wycks
    ✭✭✭✭
    Let's get back on topic it's the most frustrating spell in the game and the solutions are simple (though might require slightly more skill)

    Any one would be acceptable and not really a nerf.

    1. Make it dodge rollable
    2. Require execute range
    3. Make it so it will not execute unless the first hit is on an already low health target..aka no pre-beaming.
    4. Give temps a better gap closer or run buff so they stop complaining.
    The numbers thing is always going to be there, but it’s more down to player skill and there are ways through ability choice to configure a group to be stronger vs. large groups of people. - BRAIN WHEELER - 2012 - LOL
  • Zheg
    Zheg
    ✭✭✭✭✭
    ✭✭✭✭
    Let's get back on topic it's the most frustrating spell in the game and the solutions are simple (though might require slightly more skill)

    Any one would be acceptable and not really a nerf.

    1. Make it dodge rollable
    2. Require execute range
    3. Make it so it will not execute unless the first hit is on an already low health target..aka no pre-beaming.
    4. Give temps a better gap closer or run buff so they stop complaining.

    False, bombard.

    False again, every one of those are significant nerfs, and making it dodgeable is a huge buff to every stam build in the game.
  • KenaPKK
    KenaPKK
    ✭✭✭✭✭
    ✭✭
    @zheg how do you feel about his "pre beaming"idea?
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • Zheg
    Zheg
    ✭✭✭✭✭
    ✭✭✭✭
    KenaPKK wrote: »
    @zheg how do you feel about his "pre beaming"idea?

    First, we both know zos wouldnt be able to code that without it bugging in some obscene way. Second, what would happen if they heal to just above 49%? The skill shouldnt scale even if the beam by itself brings them below the threshold again? Sounds pretty stacked against the skill.

    As has been said before, an exhausting amount of times, stop comparing the functionality to instant cast executes. People expect the skill should never be used unless theyre super low hp, at that point, the fact that its a channel is largely irrelevant, youre expecting the skill to do instant execute damage. Its. A. Channel. Stop comparing it to other executes that are instant and significantly cheaper. There are many times when you launch a DF, jav, and go into a jesus beam so your buddy can continue the damage pressure. Its an intended function of the skill, just like mages wrath is meant to linger and fire off if your burst is strong enough. If they heal up and the chance to kill is lost, the templar can eat the magicka loss and cancel the beam or stand there like a derp and make themselves vulnerable.
    Edited by Zheg on July 17, 2016 11:38PM
  • Hashtag_
    Hashtag_
    ✭✭✭✭✭
    What will all these re-rolled sorcs turned magplars turn to to once beam in nerfed to the ground because they won't have positive discussions, provide viable solutions, or hear out others opinions?Is it because you won't be able to easy button the class anymore like you did as sorcs with your shields? If those things don't happen your OP skill will be nerfed to the ground and that's exactly what you don't want. Why won't we think of their feelings? #templarlivesmatter
    Edited by Hashtag_ on July 22, 2016 12:03PM
  • Idinuse
    Idinuse
    ✭✭✭✭✭
    ✭✭
    Hashtag_ wrote: »
    What will all these re-rolled sorcs turned magplars turn to to once beam in nerfed to the ground because they won't have positive discussions, provide viable solutions, or hear out others opinions?Is it because you won't be able to easy button the class anymore like you did as sorcs with your shields? If those things don't happen your OP skill will be nerfed to the ground and that's exactly what you don't want. Why won't we think of their feelings? #templarlivesmatter

    Oh if that happens there is always the Easy Mode stamina builds that even include invulnerable God Modes, don't loose sleep over it. Or why not go 1BvP (1 Button versus Player) instead of real PvP as a one shot from stelath build.
    Edited by Idinuse on July 22, 2016 1:19PM
    Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium dolorem que laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo. Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt. Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam aliquam quaerat voluptatem. Ut enim ad minima veniam, quis nostrum exercitationem ullam corporis suscipit laboriosam, nisi ut aliquid ex ea commodi consequatur? Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem eum fugiat quo voluptas nulla pariatur?
  • Rikumaru
    Rikumaru
    ✭✭✭✭✭
    Zheg wrote: »
    KenaPKK wrote: »
    @zheg how do you feel about his "pre beaming"idea?

    First, we both know zos wouldnt be able to code that without it bugging in some obscene way. Second, what would happen if they heal to just above 49%? The skill shouldnt scale even if the beam by itself brings them below the threshold again? Sounds pretty stacked against the skill.

    As has been said before, an exhausting amount of times, stop comparing the functionality to instant cast executes. People expect the skill should never be used unless theyre super low hp, at that point, the fact that its a channel is largely irrelevant, youre expecting the skill to do instant execute damage. Its. A. Channel. Stop comparing it to other executes that are instant and significantly cheaper. There are many times when you launch a DF, jav, and go into a jesus beam so your buddy can continue the damage pressure. Its an intended function of the skill, just like mages wrath is meant to linger and fire off if your burst is strong enough. If they heal up and the chance to kill is lost, the templar can eat the magicka loss and cancel the beam or stand there like a derp and make themselves vulnerable.

    RD does do instant execute damage at the first tick, also people spam it on you at 100% HP not just execute HP. No one spams any other execute in the game on someone at 100% other than RD. Doesn't that tell you RD is overperforming vs other executes?
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • Francescolg
    Francescolg
    ✭✭✭✭
    Rikumaru wrote: »
    No one spams any other execute in the game on someone at 100% other than RD. Doesn't that tell you RD is overperforming vs other executes?
    What!? Are you serious? :D

    Since the very early days of ESO, some sorcerers use their ultimate too early in PvP and the same applies to 2-h fighters, who use their ultimate too early. I've seen so many (nuubs) doing it in PvE/PvP, just because they like to push the button..

    Edited by Francescolg on July 22, 2016 1:49PM
  • DisgracefulMind
    DisgracefulMind
    ✭✭✭✭✭
    ✭✭✭
    If I can live through 3 beam spammers on a level 43 sorcerer with one shield...I'm just saying. >.>
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • Zheg
    Zheg
    ✭✭✭✭✭
    ✭✭✭✭
    Rikumaru wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    @zheg how do you feel about his "pre beaming"idea?

    First, we both know zos wouldnt be able to code that without it bugging in some obscene way. Second, what would happen if they heal to just above 49%? The skill shouldnt scale even if the beam by itself brings them below the threshold again? Sounds pretty stacked against the skill.

    As has been said before, an exhausting amount of times, stop comparing the functionality to instant cast executes. People expect the skill should never be used unless theyre super low hp, at that point, the fact that its a channel is largely irrelevant, youre expecting the skill to do instant execute damage. Its. A. Channel. Stop comparing it to other executes that are instant and significantly cheaper. There are many times when you launch a DF, jav, and go into a jesus beam so your buddy can continue the damage pressure. Its an intended function of the skill, just like mages wrath is meant to linger and fire off if your burst is strong enough. If they heal up and the chance to kill is lost, the templar can eat the magicka loss and cancel the beam or stand there like a derp and make themselves vulnerable.

    RD does do instant execute damage at the first tick, also people spam it on you at 100% HP not just execute HP. No one spams any other execute in the game on someone at 100% other than RD. Doesn't that tell you RD is overperforming vs other executes?

    For the last time, ITS A CHANNEL. It is not the same as other executes, you do not use it the same way, you dont have the same counters or vulnerabilities with other executes. Its a different skill, a different mechanic, so enough already. Comparing it to other executes as some kind of 'proof' is as asinine an argument as jules' video a few months ago that tried to do just that. If you want to talk about the functionality, or damage, fine, debate away - i wont agree with you, but at least those are parameters that make sense.
  • Hashtag_
    Hashtag_
    ✭✭✭✭✭
    Zheg wrote: »
    Rikumaru wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    @zheg how do you feel about his "pre beaming"idea?

    First, we both know zos wouldnt be able to code that without it bugging in some obscene way. Second, what would happen if they heal to just above 49%? The skill shouldnt scale even if the beam by itself brings them below the threshold again? Sounds pretty stacked against the skill.

    As has been said before, an exhausting amount of times, stop comparing the functionality to instant cast executes. People expect the skill should never be used unless theyre super low hp, at that point, the fact that its a channel is largely irrelevant, youre expecting the skill to do instant execute damage. Its. A. Channel. Stop comparing it to other executes that are instant and significantly cheaper. There are many times when you launch a DF, jav, and go into a jesus beam so your buddy can continue the damage pressure. Its an intended function of the skill, just like mages wrath is meant to linger and fire off if your burst is strong enough. If they heal up and the chance to kill is lost, the templar can eat the magicka loss and cancel the beam or stand there like a derp and make themselves vulnerable.

    RD does do instant execute damage at the first tick, also people spam it on you at 100% HP not just execute HP. No one spams any other execute in the game on someone at 100% other than RD. Doesn't that tell you RD is overperforming vs other executes?

    For the last time, ITS A CHANNEL. It is not the same as other executes, you do not use it the same way, you dont have the same counters or vulnerabilities with other executes. Its a different skill, a different mechanic, so enough already. Comparing it to other executes as some kind of 'proof' is as asinine an argument as jules' video a few months ago that tried to do just that. If you want to talk about the functionality, or damage, fine, debate away - i wont agree with you, but at least those are parameters that make sense.

    Since it is a channel the 1st tick should not be instant and 100%
  • Zheg
    Zheg
    ✭✭✭✭✭
    ✭✭✭✭
    Hashtag_ wrote: »
    Zheg wrote: »
    Rikumaru wrote: »
    Zheg wrote: »
    KenaPKK wrote: »
    @zheg how do you feel about his "pre beaming"idea?

    First, we both know zos wouldnt be able to code that without it bugging in some obscene way. Second, what would happen if they heal to just above 49%? The skill shouldnt scale even if the beam by itself brings them below the threshold again? Sounds pretty stacked against the skill.

    As has been said before, an exhausting amount of times, stop comparing the functionality to instant cast executes. People expect the skill should never be used unless theyre super low hp, at that point, the fact that its a channel is largely irrelevant, youre expecting the skill to do instant execute damage. Its. A. Channel. Stop comparing it to other executes that are instant and significantly cheaper. There are many times when you launch a DF, jav, and go into a jesus beam so your buddy can continue the damage pressure. Its an intended function of the skill, just like mages wrath is meant to linger and fire off if your burst is strong enough. If they heal up and the chance to kill is lost, the templar can eat the magicka loss and cancel the beam or stand there like a derp and make themselves vulnerable.

    RD does do instant execute damage at the first tick, also people spam it on you at 100% HP not just execute HP. No one spams any other execute in the game on someone at 100% other than RD. Doesn't that tell you RD is overperforming vs other executes?

    For the last time, ITS A CHANNEL. It is not the same as other executes, you do not use it the same way, you dont have the same counters or vulnerabilities with other executes. Its a different skill, a different mechanic, so enough already. Comparing it to other executes as some kind of 'proof' is as asinine an argument as jules' video a few months ago that tried to do just that. If you want to talk about the functionality, or damage, fine, debate away - i wont agree with you, but at least those are parameters that make sense.

    Since it is a channel the 1st tick should not be instant and 100%

    Something i said multiple times i agree with, in this very thread... anything else?
  • Brrrofski
    Brrrofski
    ✭✭✭✭✭
    ✭✭✭✭
    I'm honestly not one for nerfs. It something has to be done about Radiant. I mainly play stamplar and magplar.

    RD, when someone is at 30% health is almost instant death. Now, skills such as reverse slice can maybe one shot people at that low. Thing is, it's melee range and can be dodged.

    Radiant's range really does need nerfing. You can't even escape a group reliably if one guy has Radiant. Just keep spamming it on and as soon as someone else hits you, game over. I think a range reduction would work, without really hurting pve at all.
  • timidobserver
    timidobserver
    ✭✭✭✭✭
    ✭✭✭✭
    Brrrofski wrote: »
    I'm honestly not one for nerfs. It something has to be done about Radiant. I mainly play stamplar and magplar.

    RD, when someone is at 30% health is almost instant death. Now, skills such as reverse slice can maybe one shot people at that low. Thing is, it's melee range and can be dodged.

    Radiant's range really does need nerfing. You can't even escape a group reliably if one guy has Radiant. Just keep spamming it on and as soon as someone else hits you, game over. I think a range reduction would work, without really hurting pve at all.

    A range reduction would cause issues for some builds in PvE just because the execute range would have a shorter range than some skills. That is the issue with how balancing is done in this game. Templar is not a top PvE DPS ATM, which means that they don't deserve even the smallest nerf to their DPS skills, but PvP balancing would require them to eat the nerf anyway.
    Edited by timidobserver on July 22, 2016 3:11PM
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

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