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Lets Balance Radiant Destruction

  • Cinnamon_Spider
    Cinnamon_Spider
    ✭✭✭✭✭
    RD should be made reflectable. Then beam spammers would have to actually pay attention to who they're beaming.
    Cinn #SorcLivesMatter
    Exquisite Bedlam - Sorcerer AD rank 34
    Cinnamonspiderdreams - Sorcerer EP rank 24
    Synaris Astarte - Templar DC rank 24
    Cinnamon Spider - Nightblade AD

    Youtube - Cinnamon_Spider
  • Drdeath20
    Drdeath20
    ✭✭✭✭✭
    People on here complaining but nobody bats an eye at mass hysteria. Instantly fears up to 3 opponents for 4 seconds and then maims them and adds a snare after. Has a terrible animation that is not an instantly clear indication of being feared. Can be used equally by stamina and Magicka nightblades without any loss in its effect. Does not require aiming at all. Is unblockable, undodgeable, unpurgeable. Works the same on high health and low health targets. Even if I wear reactive armor and invest 100 CP's into ironclad i save myself 1-2 seconds. Its bugged and doesnt break often. With how op poisons are you won't have enough stamina to break it in time anyways. This is ok??
  • leepalmer95
    leepalmer95
    ✭✭✭✭✭
    ✭✭✭✭✭
    Drdeath20 wrote: »
    People on here complaining but nobody bats an eye at mass hysteria. Instantly fears up to 3 opponents for 4 seconds and then maims them and adds a snare after. Has a terrible animation that is not an instantly clear indication of being feared. Can be used equally by stamina and Magicka nightblades without any loss in its effect. Does not require aiming at all. Is unblockable, undodgeable, unpurgeable. Works the same on high health and low health targets. Even if I wear reactive armor and invest 100 CP's into ironclad i save myself 1-2 seconds. Its bugged and doesnt break often. With how op poisons are you won't have enough stamina to break it in time anyways. This is ok??

    Yes it's called cc breaking try it.

    Can you not change the topic, fear has nothing to do with radiant destruction.
    PS4 EU DC

    Current CP : 756+

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


    RIP my effort to get 5x v16 characters...
  • thankyourat
    thankyourat
    ✭✭✭✭✭
    Darnathian 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?

    No, it tells me there are a lot of FOTM morons playing templars because they heard that RD is EZ mode.

    And, by the way, it is categorically false that sorcerers do not use their execute Mage's Fury against targets not in execute range, even full health. Indeed it is advantageous to do so.
    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...

    The skill was dodge rollable for 6 months and the opinion of templars, even those who believe the skill is stupid OP now, was that this completely ruined the skill. Been there, done that, anyone who is halfway honest and knowledgable knows it's NOT a reasonable solution

    "Not really a nerf" - lol. You're right, it's not really a nerf. It's an evisceration.

    *****

    I still think the best compromise would be to prevent the spell from doing moderate damage and functioning as an execute. I do agree that is too much in the same package. Make the templar pick one or the other from their morph choices (I would have the moderate damage morph have some sort of buff/debuff otherwise it will not measure up).

    I used RD when it was dodgeroll, it worked fine then. It wasn't hard to use it as an actual execute, then hits 25% it's a instant death, you don't even see the beam the first tick hits so fast.

    If people use it as an actual exeute like every other execute in the game and not someone to spam when they hit 50%~ so you can kill them in two ticks. Use it when there low and 1 tick range for instant death.
    Hempyre wrote: »
    @Hashtag_

    Your statments are inaccurate. Rd does not do "execute" damage from the first tick. It is not an "execute". It's a channel with an execute component.

    Your range suggestion is laughable. Let me guess, you play a stam based something with charge?

    Ya you do...

    RD is a execute... come on really.

    What wrong with having to actually be in the fight to use an OP skill? It's execute thats a channel.

    I have 4 magicka characters and two stamina. Anyone with even a bit of knowledge in this game and who has actually played more than 1 class knows this skill is OP.

    The only thing a shorter range will do it cut down the full radiant FOTM idiots that are everywhere in cyrodiil.

    Wrong. Nerfing range is a huge deal to a class that has no mobility.

    There are plenty of players in here that play multiple classes that have listed counters to everyone of the nerf whiners. They just choose not to listen.

    And i cant tell you own a templar toon. But obviously dont play it enough if you spout non sense loke that.
    Drdeath20 wrote: »
    People on here complaining but nobody bats an eye at mass hysteria. Instantly fears up to 3 opponents for 4 seconds and then maims them and adds a snare after. Has a terrible animation that is not an instantly clear indication of being feared. Can be used equally by stamina and Magicka nightblades without any loss in its effect. Does not require aiming at all. Is unblockable, undodgeable, unpurgeable. Works the same on high health and low health targets. Even if I wear reactive armor and invest 100 CP's into ironclad i save myself 1-2 seconds. Its bugged and doesnt break often. With how op poisons are you won't have enough stamina to break it in time anyways. This is ok??

    I can't cc break Jesus beam though. You can purge the debuffs you get from fear. All CCs are just as bugged as fear is when it comes to break free. But what does break free being bugged have to do with radiant destruction.
  • thankyourat
    thankyourat
    ✭✭✭✭✭
    There's a easy fix to Jesus beam. If someone hits you with a Jesus beam when you are above 25% health it will never tick for execute damage unless you reapply the beam. Because the biggest problem I see with radiant destruction is that people are using it on you at full health and hoping that there buddies lower your health enough so the ticks start getting big
    Edited by thankyourat on July 25, 2016 12:07PM
  • leepalmer95
    leepalmer95
    ✭✭✭✭✭
    ✭✭✭✭✭
    https://youtu.be/8xendBXWr_w?t=30s

    Skip to 30 if your impatient.
    Edited by leepalmer95 on July 25, 2016 12:06PM
    PS4 EU DC

    Current CP : 756+

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


    RIP my effort to get 5x v16 characters...
  • Nifty2g
    Nifty2g
    ✭✭✭✭✭
    ✭✭✭✭✭
    Hashtag_ wrote: »
    Darnathian 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?

    No, it tells me there are a lot of FOTM morons playing templars because they heard that RD is EZ mode.

    And, by the way, it is categorically false that sorcerers do not use their execute Mage's Fury against targets not in execute range, even full health. Indeed it is advantageous to do so.
    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...

    The skill was dodge rollable for 6 months and the opinion of templars, even those who believe the skill is stupid OP now, was that this completely ruined the skill. Been there, done that, anyone who is halfway honest and knowledgable knows it's NOT a reasonable solution

    "Not really a nerf" - lol. You're right, it's not really a nerf. It's an evisceration.

    *****

    I still think the best compromise would be to prevent the spell from doing moderate damage and functioning as an execute. I do agree that is too much in the same package. Make the templar pick one or the other from their morph choices (I would have the moderate damage morph have some sort of buff/debuff otherwise it will not measure up).

    I used RD when it was dodgeroll, it worked fine then. It wasn't hard to use it as an actual execute, then hits 25% it's a instant death, you don't even see the beam the first tick hits so fast.

    If people use it as an actual exeute like every other execute in the game and not someone to spam when they hit 50%~ so you can kill them in two ticks. Use it when there low and 1 tick range for instant death.
    Hempyre wrote: »
    @Hashtag_

    Your statments are inaccurate. Rd does not do "execute" damage from the first tick. It is not an "execute". It's a channel with an execute component.

    Your range suggestion is laughable. Let me guess, you play a stam based something with charge?

    Ya you do...

    RD is a execute... come on really.

    What wrong with having to actually be in the fight to use an OP skill? It's execute thats a channel.

    I have 4 magicka characters and two stamina. Anyone with even a bit of knowledge in this game and who has actually played more than 1 class knows this skill is OP.

    The only thing a shorter range will do it cut down the full radiant FOTM idiots that are everywhere in cyrodiil.

    Wrong. Nerfing range is a huge deal to a class that has no mobility.

    There are plenty of players in here that play multiple classes that have listed counters to everyone of the nerf whiners. They just choose not to listen.

    And i cant tell you own a templar toon. But obviously dont play it enough if you spout non sense loke that.

    The class has the best heals in the game, that is the exchange for not having mobility. Dk's tankiness is the exchange for not having mobility.
    Lets be real, right now Templar has everything
    https://youtu.be/8xendBXWr_w?t=30s

    Skip to 30 if your impatient.
    Dude just bash them
    #MOREORBS
  • sluice
    sluice
    ✭✭✭✭
    @Nifty2g, They have everything... except mobility.... unless (Elusive Mist!)

    PSN: sluiceqc (NA-PS4) CP: 551+
    I strictly play on Daggerfall Covenant for when it comes to PvP
    Daggerfall Covenant
    sluice - Orc Sorcerer (50)
    Anýa - Bosmer Nightblade (0..50)

    Aldmeri Dominion (PvE only)
    Arýä - Altmer Sorcerer (50)
    Marksar - Breton Templar (50)
    Maksar - Bosmer Nightblade (50)
    sluice - Imperial Dragonknight (0..50) R.I.P.

    Ebonheart Pact
    Can't-Heal-Stupid - Argonian Templar (0..50)

    #VMATOKENSYSTEM #TRAITCHANGE
    (vMA) drop table and probability
  • Zheg
    Zheg
    ✭✭✭✭✭
    ✭✭✭✭
    Nifty2g wrote: »
    Hashtag_ wrote: »
    Darnathian 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?

    No, it tells me there are a lot of FOTM morons playing templars because they heard that RD is EZ mode.

    And, by the way, it is categorically false that sorcerers do not use their execute Mage's Fury against targets not in execute range, even full health. Indeed it is advantageous to do so.
    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...

    The skill was dodge rollable for 6 months and the opinion of templars, even those who believe the skill is stupid OP now, was that this completely ruined the skill. Been there, done that, anyone who is halfway honest and knowledgable knows it's NOT a reasonable solution

    "Not really a nerf" - lol. You're right, it's not really a nerf. It's an evisceration.

    *****

    I still think the best compromise would be to prevent the spell from doing moderate damage and functioning as an execute. I do agree that is too much in the same package. Make the templar pick one or the other from their morph choices (I would have the moderate damage morph have some sort of buff/debuff otherwise it will not measure up).

    I used RD when it was dodgeroll, it worked fine then. It wasn't hard to use it as an actual execute, then hits 25% it's a instant death, you don't even see the beam the first tick hits so fast.

    If people use it as an actual exeute like every other execute in the game and not someone to spam when they hit 50%~ so you can kill them in two ticks. Use it when there low and 1 tick range for instant death.
    Hempyre wrote: »
    @Hashtag_

    Your statments are inaccurate. Rd does not do "execute" damage from the first tick. It is not an "execute". It's a channel with an execute component.

    Your range suggestion is laughable. Let me guess, you play a stam based something with charge?

    Ya you do...

    RD is a execute... come on really.

    What wrong with having to actually be in the fight to use an OP skill? It's execute thats a channel.

    I have 4 magicka characters and two stamina. Anyone with even a bit of knowledge in this game and who has actually played more than 1 class knows this skill is OP.

    The only thing a shorter range will do it cut down the full radiant FOTM idiots that are everywhere in cyrodiil.

    Wrong. Nerfing range is a huge deal to a class that has no mobility.

    There are plenty of players in here that play multiple classes that have listed counters to everyone of the nerf whiners. They just choose not to listen.

    And i cant tell you own a templar toon. But obviously dont play it enough if you spout non sense loke that.

    The class has the best heals in the game, that is the exchange for not having mobility. Dk's tankiness is the exchange for not having mobility.
    Lets be real, right now Templar has everything
    https://youtu.be/8xendBXWr_w?t=30s

    Skip to 30 if your impatient.
    Dude just bash them

    Except mobility, except for good ults, except for responsive and instant skills, except for logical passive skills, except for a good class shield, except for a gap closer that actually works, except for a viable skill that CCs through block, except for roots, except for ... i think my point was made. Templars are in a good place, but don't make absurd statements like 'they have everything', if you actually believe that then it shows youre not actually interested in logic - just emotion and bias.

    Someone just said it should be reflectable, because you know, its not like a DK wouldnt just be a hard check on every magplar in existence with that change. FFS you people have lost it.
  • leepalmer95
    leepalmer95
    ✭✭✭✭✭
    ✭✭✭✭✭
    Zheg wrote: »
    Nifty2g wrote: »
    Hashtag_ wrote: »
    Darnathian 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?

    No, it tells me there are a lot of FOTM morons playing templars because they heard that RD is EZ mode.

    And, by the way, it is categorically false that sorcerers do not use their execute Mage's Fury against targets not in execute range, even full health. Indeed it is advantageous to do so.
    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...

    The skill was dodge rollable for 6 months and the opinion of templars, even those who believe the skill is stupid OP now, was that this completely ruined the skill. Been there, done that, anyone who is halfway honest and knowledgable knows it's NOT a reasonable solution

    "Not really a nerf" - lol. You're right, it's not really a nerf. It's an evisceration.

    *****

    I still think the best compromise would be to prevent the spell from doing moderate damage and functioning as an execute. I do agree that is too much in the same package. Make the templar pick one or the other from their morph choices (I would have the moderate damage morph have some sort of buff/debuff otherwise it will not measure up).

    I used RD when it was dodgeroll, it worked fine then. It wasn't hard to use it as an actual execute, then hits 25% it's a instant death, you don't even see the beam the first tick hits so fast.

    If people use it as an actual exeute like every other execute in the game and not someone to spam when they hit 50%~ so you can kill them in two ticks. Use it when there low and 1 tick range for instant death.
    Hempyre wrote: »
    @Hashtag_

    Your statments are inaccurate. Rd does not do "execute" damage from the first tick. It is not an "execute". It's a channel with an execute component.

    Your range suggestion is laughable. Let me guess, you play a stam based something with charge?

    Ya you do...

    RD is a execute... come on really.

    What wrong with having to actually be in the fight to use an OP skill? It's execute thats a channel.

    I have 4 magicka characters and two stamina. Anyone with even a bit of knowledge in this game and who has actually played more than 1 class knows this skill is OP.

    The only thing a shorter range will do it cut down the full radiant FOTM idiots that are everywhere in cyrodiil.

    Wrong. Nerfing range is a huge deal to a class that has no mobility.

    There are plenty of players in here that play multiple classes that have listed counters to everyone of the nerf whiners. They just choose not to listen.

    And i cant tell you own a templar toon. But obviously dont play it enough if you spout non sense loke that.

    The class has the best heals in the game, that is the exchange for not having mobility. Dk's tankiness is the exchange for not having mobility.
    Lets be real, right now Templar has everything
    https://youtu.be/8xendBXWr_w?t=30s

    Skip to 30 if your impatient.
    Dude just bash them

    Except mobility, except for good ults, except for responsive and instant skills, except for logical passive skills, except for a good class shield, except for a gap closer that actually works, except for a viable skill that CCs through block, except for roots, except for ... i think my point was made. Templars are in a good place, but don't make absurd statements like 'they have everything', if you actually believe that then it shows youre not actually interested in logic - just emotion and bias.

    Someone just said it should be reflectable, because you know, its not like a DK wouldnt just be a hard check on every magplar in existence with that change. FFS you people have lost it.

    They have a gap closer, works about as much as every other gap closer.
    Mobility? Stam use pots or bow, magicka uses mist form.
    Viable skill that cc's through block, doesn't luminous shards do that?
    Roots? If your stamina use trap beast, if your magicka then sadly you can't have one.

    Good ult's?

    A healing ult thats useful on either mag/stam, gives 16.5k armour and reduces dmg taken by you and your team by around 23% while throwing out huge heals to 6 people at a time.
    A magicka ult on par with dawnbreaker when it was magicka.
    Nova which is basically similar to a standard and is useful on choke points.

    PS4 EU DC

    Current CP : 756+

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


    RIP my effort to get 5x v16 characters...
  • Zheg
    Zheg
    ✭✭✭✭✭
    ✭✭✭✭
    Zheg wrote: »
    Nifty2g wrote: »
    Hashtag_ wrote: »
    Darnathian 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?

    No, it tells me there are a lot of FOTM morons playing templars because they heard that RD is EZ mode.

    And, by the way, it is categorically false that sorcerers do not use their execute Mage's Fury against targets not in execute range, even full health. Indeed it is advantageous to do so.
    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...

    The skill was dodge rollable for 6 months and the opinion of templars, even those who believe the skill is stupid OP now, was that this completely ruined the skill. Been there, done that, anyone who is halfway honest and knowledgable knows it's NOT a reasonable solution

    "Not really a nerf" - lol. You're right, it's not really a nerf. It's an evisceration.

    *****

    I still think the best compromise would be to prevent the spell from doing moderate damage and functioning as an execute. I do agree that is too much in the same package. Make the templar pick one or the other from their morph choices (I would have the moderate damage morph have some sort of buff/debuff otherwise it will not measure up).

    I used RD when it was dodgeroll, it worked fine then. It wasn't hard to use it as an actual execute, then hits 25% it's a instant death, you don't even see the beam the first tick hits so fast.

    If people use it as an actual exeute like every other execute in the game and not someone to spam when they hit 50%~ so you can kill them in two ticks. Use it when there low and 1 tick range for instant death.
    Hempyre wrote: »
    @Hashtag_

    Your statments are inaccurate. Rd does not do "execute" damage from the first tick. It is not an "execute". It's a channel with an execute component.

    Your range suggestion is laughable. Let me guess, you play a stam based something with charge?

    Ya you do...

    RD is a execute... come on really.

    What wrong with having to actually be in the fight to use an OP skill? It's execute thats a channel.

    I have 4 magicka characters and two stamina. Anyone with even a bit of knowledge in this game and who has actually played more than 1 class knows this skill is OP.

    The only thing a shorter range will do it cut down the full radiant FOTM idiots that are everywhere in cyrodiil.

    Wrong. Nerfing range is a huge deal to a class that has no mobility.

    There are plenty of players in here that play multiple classes that have listed counters to everyone of the nerf whiners. They just choose not to listen.

    And i cant tell you own a templar toon. But obviously dont play it enough if you spout non sense loke that.

    The class has the best heals in the game, that is the exchange for not having mobility. Dk's tankiness is the exchange for not having mobility.
    Lets be real, right now Templar has everything
    https://youtu.be/8xendBXWr_w?t=30s

    Skip to 30 if your impatient.
    Dude just bash them

    Except mobility, except for good ults, except for responsive and instant skills, except for logical passive skills, except for a good class shield, except for a gap closer that actually works, except for a viable skill that CCs through block, except for roots, except for ... i think my point was made. Templars are in a good place, but don't make absurd statements like 'they have everything', if you actually believe that then it shows youre not actually interested in logic - just emotion and bias.

    Someone just said it should be reflectable, because you know, its not like a DK wouldnt just be a hard check on every magplar in existence with that change. FFS you people have lost it.

    They have a gap closer, works about as much as every other gap closer.
    Mobility? Stam use pots or bow, magicka uses mist form.
    Viable skill that cc's through block, doesn't luminous shards do that?
    Roots? If your stamina use trap beast, if your magicka then sadly you can't have one.

    Good ult's?

    A healing ult thats useful on either mag/stam, gives 16.5k armour and reduces dmg taken by you and your team by around 23% while throwing out huge heals to 6 people at a time.
    A magicka ult on par with dawnbreaker when it was magicka.
    Nova which is basically similar to a standard and is useful on choke points.

    Yeah, that response just made every rational and experienced templar cringe. Templar ults OP, clearly. All of those stamplars running remembrance need some nerfs. Dat high armor xD

    Im actually not trying to be mean, the game has mostly fallen into the 'zero Fs given' realm, but im still amazed at the ridiculousness here. Trap beast? Yeah, ok. Luminous shards viable? Yeah, except for it not being very responsive and having a clunky animation (because fossilize or fear are so difficult to get off...). How many stamplars run shards ... now ask yourself how many stam nb or dks run fear/fossilize. Please. Toppling charge working as well as every other gap closer? Absolute BS. Its nothing like ambush or hell, even crit rush.

    If you cant even be logical and rational with basics and things that are obvious, how can you be taken seriously in a discussion plagued by hysteria and emotion?
    Edited by Zheg on July 25, 2016 1:19PM
  • sluice
    sluice
    ✭✭✭✭
    Zheg wrote: »
    Nifty2g wrote: »
    Hashtag_ wrote: »
    Darnathian 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?

    No, it tells me there are a lot of FOTM morons playing templars because they heard that RD is EZ mode.

    And, by the way, it is categorically false that sorcerers do not use their execute Mage's Fury against targets not in execute range, even full health. Indeed it is advantageous to do so.
    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...

    The skill was dodge rollable for 6 months and the opinion of templars, even those who believe the skill is stupid OP now, was that this completely ruined the skill. Been there, done that, anyone who is halfway honest and knowledgable knows it's NOT a reasonable solution

    "Not really a nerf" - lol. You're right, it's not really a nerf. It's an evisceration.

    *****

    I still think the best compromise would be to prevent the spell from doing moderate damage and functioning as an execute. I do agree that is too much in the same package. Make the templar pick one or the other from their morph choices (I would have the moderate damage morph have some sort of buff/debuff otherwise it will not measure up).

    I used RD when it was dodgeroll, it worked fine then. It wasn't hard to use it as an actual execute, then hits 25% it's a instant death, you don't even see the beam the first tick hits so fast.

    If people use it as an actual exeute like every other execute in the game and not someone to spam when they hit 50%~ so you can kill them in two ticks. Use it when there low and 1 tick range for instant death.
    Hempyre wrote: »
    @Hashtag_

    Your statments are inaccurate. Rd does not do "execute" damage from the first tick. It is not an "execute". It's a channel with an execute component.

    Your range suggestion is laughable. Let me guess, you play a stam based something with charge?

    Ya you do...

    RD is a execute... come on really.

    What wrong with having to actually be in the fight to use an OP skill? It's execute thats a channel.

    I have 4 magicka characters and two stamina. Anyone with even a bit of knowledge in this game and who has actually played more than 1 class knows this skill is OP.

    The only thing a shorter range will do it cut down the full radiant FOTM idiots that are everywhere in cyrodiil.

    Wrong. Nerfing range is a huge deal to a class that has no mobility.

    There are plenty of players in here that play multiple classes that have listed counters to everyone of the nerf whiners. They just choose not to listen.

    And i cant tell you own a templar toon. But obviously dont play it enough if you spout non sense loke that.

    The class has the best heals in the game, that is the exchange for not having mobility. Dk's tankiness is the exchange for not having mobility.
    Lets be real, right now Templar has everything
    https://youtu.be/8xendBXWr_w?t=30s

    Skip to 30 if your impatient.
    Dude just bash them

    Except mobility, except for good ults, except for responsive and instant skills, except for logical passive skills, except for a good class shield, except for a gap closer that actually works, except for a viable skill that CCs through block, except for roots, except for ... i think my point was made. Templars are in a good place, but don't make absurd statements like 'they have everything', if you actually believe that then it shows youre not actually interested in logic - just emotion and bias.

    Someone just said it should be reflectable, because you know, its not like a DK wouldnt just be a hard check on every magplar in existence with that change. FFS you people have lost it.

    They have a gap closer, works about as much as every other gap closer.
    Mobility? Stam use pots or bow, magicka uses mist form.
    Viable skill that cc's through block, doesn't luminous shards do that?
    Roots? If your stamina use trap beast, if your magicka then sadly you can't have one.

    Good ult's?

    A healing ult thats useful on either mag/stam, gives 16.5k armour and reduces dmg taken by you and your team by around 23% while throwing out huge heals to 6 people at a time.
    A magicka ult on par with dawnbreaker when it was magicka.
    Nova which is basically similar to a standard and is useful on choke points.

    Not entirely false, but :

    The movement (pots or Elusive Mist) are not at all related to the class... Not sure we really can say this class has mobility because of this.

    Crescent Sweep was not always good.
    Plus it never stunned, like Dawnbreaker.
    The good thing about Dawnbreaker is the stun. I still use it on the backbar of my magplar for this. :)

    The healing ult on the stam? It must be pretty bad? Never tried it, but I guess it should scale from Magicka...
    PSN: sluiceqc (NA-PS4) CP: 551+
    I strictly play on Daggerfall Covenant for when it comes to PvP
    Daggerfall Covenant
    sluice - Orc Sorcerer (50)
    Anýa - Bosmer Nightblade (0..50)

    Aldmeri Dominion (PvE only)
    Arýä - Altmer Sorcerer (50)
    Marksar - Breton Templar (50)
    Maksar - Bosmer Nightblade (50)
    sluice - Imperial Dragonknight (0..50) R.I.P.

    Ebonheart Pact
    Can't-Heal-Stupid - Argonian Templar (0..50)

    #VMATOKENSYSTEM #TRAITCHANGE
    (vMA) drop table and probability
  •  Jules
    Jules
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    ✭✭
    Literally can't believe people are still talking about this.
    JULES | PC NA | ADAMANT

    IGN- @Juies || Youtube || Twitch
    EP - Julianos . Jules . Family Jules . Jules of Misrule. Joy
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    Rest in Peace G & Yi
    Viva La Aristocracy
  • sluice
    sluice
    ✭✭✭✭
    Jules wrote: »
    Literally can't believe people are still talking about this.

    We are going for the world record of the longest thread ever!
    PSN: sluiceqc (NA-PS4) CP: 551+
    I strictly play on Daggerfall Covenant for when it comes to PvP
    Daggerfall Covenant
    sluice - Orc Sorcerer (50)
    Anýa - Bosmer Nightblade (0..50)

    Aldmeri Dominion (PvE only)
    Arýä - Altmer Sorcerer (50)
    Marksar - Breton Templar (50)
    Maksar - Bosmer Nightblade (50)
    sluice - Imperial Dragonknight (0..50) R.I.P.

    Ebonheart Pact
    Can't-Heal-Stupid - Argonian Templar (0..50)

    #VMATOKENSYSTEM #TRAITCHANGE
    (vMA) drop table and probability
  • Darnathian
    Darnathian
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    Drdeath20 wrote: »
    People on here complaining but nobody bats an eye at mass hysteria. Instantly fears up to 3 opponents for 4 seconds and then maims them and adds a snare after. Has a terrible animation that is not an instantly clear indication of being feared. Can be used equally by stamina and Magicka nightblades without any loss in its effect. Does not require aiming at all. Is unblockable, undodgeable, unpurgeable. Works the same on high health and low health targets. Even if I wear reactive armor and invest 100 CP's into ironclad i save myself 1-2 seconds. Its bugged and doesnt break often. With how op poisons are you won't have enough stamina to break it in time anyways. This is ok??

    Yes it's called cc breaking try it.

    Can you not change the topic, fear has nothing to do with radiant destruction.

    Fear is way more OP. God forbid we talk about balancing by comparing classes and abilities all together instead of being narrow sighted and gut classes.

    This has worked so great since launch.
  • Zheg
    Zheg
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    ✭✭✭✭
    sluice wrote: »
    Jules wrote: »
    Literally can't believe people are still talking about this.

    We are going for the world record of the longest thread ever!

    For the past 6 months its felt more like people keep trying to post/create duplicate threads in the hopes that people disagreeing will give up, zos will see multiple threads and posts asking for something with no disgreement, and cave.
  • sluice
    sluice
    ✭✭✭✭
    Zheg wrote: »
    sluice wrote: »
    Jules wrote: »
    Literally can't believe people are still talking about this.

    We are going for the world record of the longest thread ever!

    For the past 6 months its felt more like people keep trying to post/create duplicate threads in the hopes that people disagreeing will give up, zos will see multiple threads and posts asking for something with no disgreement, and cave.

    Perhaps the World Record for the most Threads about the same topic?
    PSN: sluiceqc (NA-PS4) CP: 551+
    I strictly play on Daggerfall Covenant for when it comes to PvP
    Daggerfall Covenant
    sluice - Orc Sorcerer (50)
    Anýa - Bosmer Nightblade (0..50)

    Aldmeri Dominion (PvE only)
    Arýä - Altmer Sorcerer (50)
    Marksar - Breton Templar (50)
    Maksar - Bosmer Nightblade (50)
    sluice - Imperial Dragonknight (0..50) R.I.P.

    Ebonheart Pact
    Can't-Heal-Stupid - Argonian Templar (0..50)

    #VMATOKENSYSTEM #TRAITCHANGE
    (vMA) drop table and probability
  • FENGRUSH
    FENGRUSH
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    How do people think nova is a bad ult still? :|

  • Zheg
    Zheg
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    FENGRUSH wrote: »
    How do people think nova is a bad ult still? :|

    Useless in 1v1 and small scale, less effective than banner and isnt even in the same ballpark as negate for large group play. This is coming from someone that ran nova for over a year. Its outclassed. Which is, whatever, no class has everything, but when someone says that templars do - its worth pointing it out.
  • FENGRUSH
    FENGRUSH
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    ✭✭✭✭
    Templars can successfully run well rounded builds of burst, group heal, and utility. Issues like malubeth and beam cause those extremes to be more brutal in this patch though, if we want to talk about 'the meta' of the patch.


    Ive always had templars run nova in my group. You cant compare it to negate really, thats pure utility. When a support/healer drops a nova as I go in with dawnbreaker (used to be meteor) and I instantly grav crush behind that ult. Its pretty much a high end damage dealer doing 2 whopping AOE ults. Banner doesnt do that either, even though banner is great utility for group play. G crush damage is way up there, its huge. Its a fantastic ult really! Still doing it today.
  • Zheg
    Zheg
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    ✭✭✭✭
    FENGRUSH wrote: »
    Templars can successfully run well rounded builds of burst, group heal, and utility. Issues like malubeth and beam cause those extremes to be more brutal in this patch though, if we want to talk about 'the meta' of the patch.


    Ive always had templars run nova in my group. You cant compare it to negate really, thats pure utility. When a support/healer drops a nova as I go in with dawnbreaker (used to be meteor) and I instantly grav crush behind that ult. Its pretty much a high end damage dealer doing 2 whopping AOE ults. Banner doesnt do that either, even though banner is great utility for group play. G crush damage is way up there, its huge. Its a fantastic ult really! Still doing it today.

    A negate will be better than a nova in every single way, especially if the nova is countered with the negate. Yes, different utility, but its also different in that one is leagues above the other in terms of value. The mitigation and synergy used to be valuable, but with how many negates are dropped in DB the effective usefulness of nova has dwindled.

    I used to love nova, but i would never call it a fantastic ult in the current meta. Its far better to have your templars run bats for survivability or run meteors so you can put other classes on more valuable ults.

    Im glad you like the ult so much, i just find it to be lackluster compared to previous metas and compared to where other ults are right now.
  • FENGRUSH
    FENGRUSH
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    ✭✭✭✭
    You definitely wont get much out of nova for what it does actively due to negate. Its not a bad ult for a non-damage spec to add damage to burst in a fight that he otherwise couldnt (weak meteor, or warhorn for example (need numbers to warrant this)). A negate will for sure knock it out right after, but you can get that nice aoe punch in a tight area, even when a cone from DB would miss targets tucked against walls of the room. Same goes for banner, to amp before the ult dump - but numbers dependent again before it scales beyond for example a 4 man group with 2 DPS - they wouldnt get much from a 3rd running banner. Banner suffers the same, as well, will be negated, but they all do good 'things!'

    Sorcs cant complain on ults with negate actually being a devastating tool now. Before this patch, sorc ults were pretty iffy too - especially if you were a stam sorc throwing out meteors for 4-5k with a damage spec. :'(
  • Zheg
    Zheg
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    ✭✭✭✭
    For the expense of nova, if youre using it solely for the synergy, that should drive home my point. And with the negate functionality as it currently is, you dont use nova for mitigation any more, its just an absurdly expensive synergy that your groupie may or may not he able to get off in time before a purify synergy takes priority on their screen. Yeah, no thank you. Almost better to run a damn warhorn than nova -_-
  • FENGRUSH
    FENGRUSH
    ✭✭✭✭✭
    ✭✭✭✭
    https://youtube.com/watch?v=q_5O5gEhlOg#t=1m16s

    BUT WHITE SCREEN FLASHES OF GLORY = MAX FEELS


    Timestamped*
    Edited by FENGRUSH on July 25, 2016 3:29PM
  • dodgehopper_ESO
    dodgehopper_ESO
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    ✭✭✭
    Essiaga wrote: »

    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.

    You make a good point but I'm going to focus on this one. I love that siege is in the game, but I agree with you that friendly fire might be a really good thing for most (AOE) abilities. There are a few which probably should not have friendly fire (Blazing Spear or Sap Essence for instance since they are mostly built around drain enemy heal friendly type mechanic) but for the most part I think AoE in general should be like in real life. If you chuck a grenade into a crowd it doesn't favor whether an enemy or friend is in that crowd. If you pour boiling oil off a battlement it shouldn't favor whether friend or foe is sitting under that oil: Oil doesn't magically avoid friends.

    The counterpoint that could be made to this (and it is a good one) is that rival players could greatly use this tactic to their advantage, hitting proxy det, caltrops, talons, pulsar in a crowd of 'friendlies' as their comrades from the other faction come rolling around the corner and hit you with their single target attacks. Meanwhile you can't hit that aoe-monster friendly guy with single targets because he's in 'your faction'. I think this is the big reason why aoe effects favor friend or foe, even if it is silly. Unlike in real life, there's no consequence for this kind of behavior.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    ✭✭✭
    Zheg wrote: »
    Nifty2g wrote: »
    Hashtag_ wrote: »
    Darnathian 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?

    No, it tells me there are a lot of FOTM morons playing templars because they heard that RD is EZ mode.

    And, by the way, it is categorically false that sorcerers do not use their execute Mage's Fury against targets not in execute range, even full health. Indeed it is advantageous to do so.
    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...

    The skill was dodge rollable for 6 months and the opinion of templars, even those who believe the skill is stupid OP now, was that this completely ruined the skill. Been there, done that, anyone who is halfway honest and knowledgable knows it's NOT a reasonable solution

    "Not really a nerf" - lol. You're right, it's not really a nerf. It's an evisceration.

    *****

    I still think the best compromise would be to prevent the spell from doing moderate damage and functioning as an execute. I do agree that is too much in the same package. Make the templar pick one or the other from their morph choices (I would have the moderate damage morph have some sort of buff/debuff otherwise it will not measure up).

    I used RD when it was dodgeroll, it worked fine then. It wasn't hard to use it as an actual execute, then hits 25% it's a instant death, you don't even see the beam the first tick hits so fast.

    If people use it as an actual exeute like every other execute in the game and not someone to spam when they hit 50%~ so you can kill them in two ticks. Use it when there low and 1 tick range for instant death.
    Hempyre wrote: »
    @Hashtag_

    Your statments are inaccurate. Rd does not do "execute" damage from the first tick. It is not an "execute". It's a channel with an execute component.

    Your range suggestion is laughable. Let me guess, you play a stam based something with charge?

    Ya you do...

    RD is a execute... come on really.

    What wrong with having to actually be in the fight to use an OP skill? It's execute thats a channel.

    I have 4 magicka characters and two stamina. Anyone with even a bit of knowledge in this game and who has actually played more than 1 class knows this skill is OP.

    The only thing a shorter range will do it cut down the full radiant FOTM idiots that are everywhere in cyrodiil.

    Wrong. Nerfing range is a huge deal to a class that has no mobility.

    There are plenty of players in here that play multiple classes that have listed counters to everyone of the nerf whiners. They just choose not to listen.

    And i cant tell you own a templar toon. But obviously dont play it enough if you spout non sense loke that.

    The class has the best heals in the game, that is the exchange for not having mobility. Dk's tankiness is the exchange for not having mobility.
    Lets be real, right now Templar has everything
    https://youtu.be/8xendBXWr_w?t=30s

    Skip to 30 if your impatient.
    Dude just bash them

    Except mobility, except for good ults, except for responsive and instant skills, except for logical passive skills, except for a good class shield, except for a gap closer that actually works, except for a viable skill that CCs through block, except for roots, except for ... i think my point was made. Templars are in a good place, but don't make absurd statements like 'they have everything', if you actually believe that then it shows youre not actually interested in logic - just emotion and bias.

    Someone just said it should be reflectable, because you know, its not like a DK wouldnt just be a hard check on every magplar in existence with that change. FFS you people have lost it.

    The irony here is that it was pretty clear originally that Templars were meant to be a check on DK's. I don't feel like overexplaining why but purge vs. dots, single reflect vs. reflect., purge vs. talons, blazing shield vs. up close assaults of dk's. It was clear that at least in spirit Templar was meant to be the class to give DK's the most trouble, just like DK's were meant to give Sorcerers the most trouble.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    ✭✭✭
    Lokey0024 wrote: »
    Hempyre wrote: »
    No, it's not an execute. Why would it be channeled? Why would it snare the caster? Why would it have escalating damage rather than straight to its max %? Why would it have any other attributes? And it has more. It's a channeled skill with an execute component. Similar to how Poison Shot, and "spin to win" are skills with an execute component among other aspects but not executes solely.

    Why does it matter when a player uses a skill? Who cares? What difference does it make? RD by itself is easy to heal out of. It doesn't hit for particularly much on its own. How is it different from any other range spam skill? I should only spam you with my staff? Or a bow? I can't fish with it? I can't use it to help keep back a rush because players hesitate? I'm only allowed to use my channeled skill that snares me when I use it as an actual execute only, and not for any other purposes I can contrive?

    Do any of these questions sound ridiculous?
    They should.

    I play my toons the way I play them. I use the skills I slot, when, and how, and for whatever reason I choose. As do we all. And for the record, I'm in the fight, whether melee or ranged. Ranged skills are ranged...

    There's no way in hell shortening the range of a channel to within near charge distance is balancing. That would make it a death sentence to use.

    I get spammed by bow users all the time, multiples of them, using Poison Shot (an execute by your rationale) or Snipe. I get spammed by Surprise Attack, over and over again. Should we restrict just when and how frequently, or at what health range these skill should be available? As per most points, we have an execute not being used as such. We have a very effective skill being overutilised, but again, past it's intended purpose. We have a skill being spammed by a group of players that has an excessive reach. These are the bulk of the issues being claimed with RD, and they apply equally as well to several other skills. Hell Poison Shot does more damage per tick or use, doesn't snare, executes at the same hp range, AND can be animation cancelled/woven with LA or whatever to add substantially more dps. Where's your nerf call? Dodgeable you say? Not so much from stealth, Balanced...

    I fish with Wrath sometimes on my sorc, helps to proc Frags. Is that not allowed either now because it's an execute?

    Since when are play style choices relevant?

    I don't know that RD is OP. I don't one shot people with it and I don't get one shot by it. That's just the build I play. If you're having those issues then maybe look more at the build you play.

    Pro Tip: Even though it's a frequent addition to many of these types of posts, it doesn't strengthen your points to suggest anyone that disagrees with them is in some fashion "different", or unknowledgeable.

    If i shot you with poison injection and the initial damage was scaled up depending on your health, you would be getting more 10k death recaps for poison injection as the last.

    Im all for keeping it like it is, if they make molten armernments reverted to be an execute. I will wtfbbq the full health RD spammers np.

    I had no problem with DK heavy attack 'executes'. In fact I had a build based on that at one point. Quite enjoyed it but didn't get to play it as much as I would have liked. (edit: Its the Azumarax character in my signature).
    Edited by dodgehopper_ESO on July 25, 2016 4:48PM
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Lokey0024
    Lokey0024
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    Lokey0024 wrote: »
    Hempyre wrote: »
    No, it's not an execute. Why would it be channeled? Why would it snare the caster? Why would it have escalating damage rather than straight to its max %? Why would it have any other attributes? And it has more. It's a channeled skill with an execute component. Similar to how Poison Shot, and "spin to win" are skills with an execute component among other aspects but not executes solely.

    Why does it matter when a player uses a skill? Who cares? What difference does it make? RD by itself is easy to heal out of. It doesn't hit for particularly much on its own. How is it different from any other range spam skill? I should only spam you with my staff? Or a bow? I can't fish with it? I can't use it to help keep back a rush because players hesitate? I'm only allowed to use my channeled skill that snares me when I use it as an actual execute only, and not for any other purposes I can contrive?

    Do any of these questions sound ridiculous?
    They should.

    I play my toons the way I play them. I use the skills I slot, when, and how, and for whatever reason I choose. As do we all. And for the record, I'm in the fight, whether melee or ranged. Ranged skills are ranged...

    There's no way in hell shortening the range of a channel to within near charge distance is balancing. That would make it a death sentence to use.

    I get spammed by bow users all the time, multiples of them, using Poison Shot (an execute by your rationale) or Snipe. I get spammed by Surprise Attack, over and over again. Should we restrict just when and how frequently, or at what health range these skill should be available? As per most points, we have an execute not being used as such. We have a very effective skill being overutilised, but again, past it's intended purpose. We have a skill being spammed by a group of players that has an excessive reach. These are the bulk of the issues being claimed with RD, and they apply equally as well to several other skills. Hell Poison Shot does more damage per tick or use, doesn't snare, executes at the same hp range, AND can be animation cancelled/woven with LA or whatever to add substantially more dps. Where's your nerf call? Dodgeable you say? Not so much from stealth, Balanced...

    I fish with Wrath sometimes on my sorc, helps to proc Frags. Is that not allowed either now because it's an execute?

    Since when are play style choices relevant?

    I don't know that RD is OP. I don't one shot people with it and I don't get one shot by it. That's just the build I play. If you're having those issues then maybe look more at the build you play.

    Pro Tip: Even though it's a frequent addition to many of these types of posts, it doesn't strengthen your points to suggest anyone that disagrees with them is in some fashion "different", or unknowledgeable.

    If i shot you with poison injection and the initial damage was scaled up depending on your health, you would be getting more 10k death recaps for poison injection as the last.

    Im all for keeping it like it is, if they make molten armernments reverted to be an execute. I will wtfbbq the full health RD spammers np.

    I had no problem with DK heavy attack 'executes'. In fact I had a build based on that at one point. Quite enjoyed it but didn't get to play it as much as I would have liked. (edit: Its the Azumarax character in my signature).

    Would love it on my lightning staff. Basically a weaker RD
  • Nifty2g
    Nifty2g
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    ✭✭✭✭✭
    Zheg wrote: »
    Nifty2g wrote: »
    Hashtag_ wrote: »
    Darnathian 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?

    No, it tells me there are a lot of FOTM morons playing templars because they heard that RD is EZ mode.

    And, by the way, it is categorically false that sorcerers do not use their execute Mage's Fury against targets not in execute range, even full health. Indeed it is advantageous to do so.
    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...

    The skill was dodge rollable for 6 months and the opinion of templars, even those who believe the skill is stupid OP now, was that this completely ruined the skill. Been there, done that, anyone who is halfway honest and knowledgable knows it's NOT a reasonable solution

    "Not really a nerf" - lol. You're right, it's not really a nerf. It's an evisceration.

    *****

    I still think the best compromise would be to prevent the spell from doing moderate damage and functioning as an execute. I do agree that is too much in the same package. Make the templar pick one or the other from their morph choices (I would have the moderate damage morph have some sort of buff/debuff otherwise it will not measure up).

    I used RD when it was dodgeroll, it worked fine then. It wasn't hard to use it as an actual execute, then hits 25% it's a instant death, you don't even see the beam the first tick hits so fast.

    If people use it as an actual exeute like every other execute in the game and not someone to spam when they hit 50%~ so you can kill them in two ticks. Use it when there low and 1 tick range for instant death.
    Hempyre wrote: »
    @Hashtag_

    Your statments are inaccurate. Rd does not do "execute" damage from the first tick. It is not an "execute". It's a channel with an execute component.

    Your range suggestion is laughable. Let me guess, you play a stam based something with charge?

    Ya you do...

    RD is a execute... come on really.

    What wrong with having to actually be in the fight to use an OP skill? It's execute thats a channel.

    I have 4 magicka characters and two stamina. Anyone with even a bit of knowledge in this game and who has actually played more than 1 class knows this skill is OP.

    The only thing a shorter range will do it cut down the full radiant FOTM idiots that are everywhere in cyrodiil.

    Wrong. Nerfing range is a huge deal to a class that has no mobility.

    There are plenty of players in here that play multiple classes that have listed counters to everyone of the nerf whiners. They just choose not to listen.

    And i cant tell you own a templar toon. But obviously dont play it enough if you spout non sense loke that.

    The class has the best heals in the game, that is the exchange for not having mobility. Dk's tankiness is the exchange for not having mobility.
    Lets be real, right now Templar has everything
    https://youtu.be/8xendBXWr_w?t=30s

    Skip to 30 if your impatient.
    Dude just bash them

    Except mobility, except for good ults, except for responsive and instant skills, except for logical passive skills, except for a good class shield, except for a gap closer that actually works, except for a viable skill that CCs through block, except for roots, except for ... i think my point was made. Templars are in a good place, but don't make absurd statements like 'they have everything', if you actually believe that then it shows youre not actually interested in logic - just emotion and bias.

    Someone just said it should be reflectable, because you know, its not like a DK wouldnt just be a hard check on every magplar in existence with that change. FFS you people have lost it.
    This right here Zheg just proves you are just arrogant about the topic.

    You must be insane if you think Nova is weak, it is probably the strongest group ultimate in the game, gives a massive amount of damage reduction and gravity crush is the single most strongest synergy.. which also scales to the players Champion Points mind you, so make sure you get the right person to use gravity crush.

    Empowering Sweep, having this on your bar not only gives you the piercing spear passive to make heals hit harder etc if you're using it as defensive etc, but reduces damage by 15% for only 1 person hit, then additional 4% for each other person hit. The ultimate cost is cheap as ***, pair it with bloodspawn and you can just chain them together.

    Remembrance is lacking but also gives a damage mitigation to everyone nearby, I've noticed how it can be pretty annoying.

    Except for a good class shield, are you forgetting you forgetting all the blazing shield builds making people kill themselves when trying to attack the person? Not only that but I believe you also used to play that build and claim to get the highest group damage. Yeah, terrible class shield. Sure you have to spec for it, but the only decent class shield would be Sorcerer, this is a pretty poor argument to list in there.

    Toppling Charge works fine for me in all content now, don't think I have been stuck in animation for a long time.

    How is it an absurd statement? Templars currently right now have more utility than any other class, you can spec however the *** you want to and be viable. Stamina Damage, Magicka Damage, Blazing Shield Tank, Utility, Healer. Statements to homogenize the class with dumb examples how they don't have roots is kinda meh when they have such well rounded capabilities.

    I think you have lost it, I gathered as much when I read that build of yours.
    #MOREORBS
  • Hempyre
    Hempyre
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    I lol'd at your blazing shield reference. So, If I'm willing to extreme spec my toon to be a one trick pony and lose every other thing I could do reasonably well...

    That is what you consider a good class shield? o.0

    As for toppling charge, it gets stuck at the slightest difference in topography all the damn time... Not fixed, not working as intended. I usually have to spam the *** out of it to get it to go off and then it's late.

    I also lol'd at the sorc comment. I think you misspelled DK...
    Edited by Hempyre on July 25, 2016 11:40PM
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