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Why do people complain that RD needs a nerf? Your thoughts?

TheAngelofDeath99
TheAngelofDeath99
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Just made a templar and leveled him pretty fast JUST so I could use this in pvp. It's extremely overrated. There's like a million ways to counter it, you can easily interrupt the caster, and it's blockable. Also, allot of times I use it, is because I'll get killed if I just charge into battle, so again, another counter is just moving out of range.How about just stop nerfing things period? The more ZoS tries to make things balanced, the more it creates unbalance. And it won't be their fault, it'll be ours. Why? Because we're too lazy to come up with better strategies. Like seriously, git gud.
Edited by TheAngelofDeath99 on August 8, 2016 5:15AM

Why do people complain that RD needs a nerf? Your thoughts? 164 votes

Yes, RD needs a nerf and here's why:
52%
GloryMisterBigglesworthAllister101_ESOkaithuzaryodasedDracaneIruil_ESOEtanielixieAllPlayAndNoWorkWycksDUTCH_REAPERBEZDNAShareexarguideb17_ESOGarlicOrchishsly007olsborgtplink3r1 86 votes
No, RD doesn't need a nerf and this is why:
47%
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  • kaithuzar
    kaithuzar
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    Yes, RD needs a nerf and here's why:
    I don't like the idea of executes starting at varying ranges. Some at 20, some 25, & radiant is 50% health?
    Personally I believe 50% is too large when fighting against multiple templars that are all synchronizing this skill while you are at 50% health.
    Edited by kaithuzar on August 8, 2016 5:36AM
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  • Draxys
    Draxys
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    Yes, RD needs a nerf and here's why:
    A channeled, ranged, undodgeable execute that starts scaling up at 50%.... That has "inherently overpowered" written all over it.
    2013

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  • Volrion
    Volrion
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    No, RD doesn't need a nerf and this is why:
    It's fine. If one person hits me with it, it's not a big deal at all... If four or five do, well I'm going to drop. But if four or five people target me at once with just about any ability, I'm probably going to drop anyway.

    I gank with my mate using stamblades. One charged heavy/snipe each and we insta kill anything.

    Why don't people ever complain about that?

    Honestly, I think people just need something to complain about and this is fotm right now.

    **Not requesting a nerf to snipe either lol
    Edited by Volrion on August 8, 2016 5:56AM
  • Sharee
    Sharee
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    Yes, RD needs a nerf and here's why:
    It's fine. If one person hits me with it, it's not a big deal at all... If four or five do, well I'm going to drop. But if four or five people target me at once with just about any ability, I'm probably going to drop anyway.

    I gank with my mate using stamblades. One charged heavy/snipe each and we insta kill anything.

    Why don't people ever complain about that?

    Because you can hear a snipe coming before it hits, and you can react to it in a way that does not require you to single out the attacker in a crowd. You can also deal with multiple snipes simultaneously, either by dodge rolling or reflecting. None of this is true when targeted by RD.
  • DKsUnite
    DKsUnite
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    Yes, RD needs a nerf and here's why:
    an undodgeable 41m 50% health scaling execute is fine? sounds like ZOS logic to me
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  • Brrrofski
    Brrrofski
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    Yes, RD needs a nerf and here's why:
    OP, fighting one on one is not an issue. Like you said, you can bash them.

    The issue is people standing at the back of groups (often healing) who just spam it on you. Firstly, it snares you like crazy. Secondly, if the other people get you to like 30% health, game over.

    It doesn't do much damage at 50% I don't think. The range is the issue I think. If you want to execute someone, you should be in the fight. Not on the outskirts. Reduce the range to 15 metres.

    Good for you JUST making a templar OP and thinking Radiant is fine. Some of us have had templars a long time. If I take mine into pvp, it's stupid how many kills I could get by just keeping Radiant on people. Incredibly boring, but no templar can deny it's effectiveness.

    The fact every magcia sorc got salty over their shields so rerolled templar doesn't help. More templars than anything. Standing at the back Radianting. Got hold of them and 90% of them have malaubeth on. Something else that needs addressing.
  • ToRelax
    ToRelax
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    Yes, RD needs a nerf and here's why:
    It is too powerful were it should be weak and and mediocre at best where it should shine. It should be a skill that helps Templars with few options to deal decent damage to execute their opponents, instead it's being used to beam outnumbered opponents until someone else drops their health and they are executed automatically.
    The only real counter is interrupt and that just doesn't work against multiple Templars spread out at far range behind other enemies. Purging it is a waste of time and resources because unlike Soul Assault, it can be cast again right away.
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  • jeedrzej
    jeedrzej
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    Yes, RD needs a nerf and here's why:
    Problem is when you fight 1vX and 6 people "beam" you.
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  • Vaoh
    Vaoh
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    Yes, RD needs a nerf and here's why:
    Oh man..... your reasoning is horrible!

    You just walked in front of a couple players, casted RD for a second, then got slaughtered. That makes the skill not so good?

    "I grinded Mages Guild to 10. Casted Meteor on a player and he blocked it. Then two players showed up killed me. Worst Ult in the game." -_-

    Let me help you out:
    • It can be spammed at 40m away
    • Ticks once or twice even when a target breaks Line of Sight (LoS) such as through running around trees or walls
    • It cuts through roll dodge. Cannot be dodged
    • It is channeled, making it very easy to hold onto a target
    • The base damage is not bad at all. If spammed while the target is at full health, it stills deals decently-high undodgeable damage
    • Scales at 50% health. When health is under 50%, you die almost immediately
    • If 1vXing and this lands on you, chances of survival become very, very slim when your health is running low
    • This skill is widely known to be OP by anyone in PvP who has the slightest clue of what goes on in Cyrodiil & Imperial City

    Jesus Beam needs adjustment for PvP. Reduce the execute damage, and lower the execute scaling range against players to 25%.
  • Van_0S
    Van_0S
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    No, RD doesn't need a nerf and this is why:
    Its good for monkey dodge rollers. Only, those monkeys whine in formus because they can't dodge everything.

    Well,If shuffle is removed from game then ZOS can thing of nerfing RD. Till then, its a big NO.
    Edited by Van_0S on August 8, 2016 9:09AM
  • Infrapuna
    Infrapuna
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    Yes, RD needs a nerf and here's why:
    Van_0S wrote: »
    Its good for money dodge rollers. Only, those monkeys whine in formus because they can't dodge everything.

    Well,If shuffle is removed from game then ZOS can thing of nerfing RD. Till then, its a big NO.

    Oh so Shuffle > RD? K den
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  • Toc de Malsvi
    Toc de Malsvi
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    Yes, RD needs a nerf and here's why:
    I fine with it as long as you make all my bow attacks undodgeable as well. Just block them right?
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  • visionality
    visionality
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    Yes, RD needs a nerf and here's why:
    Jesus beam starts executing way too early and is unbreakable in many PVP situations. Beam-Templars usually stay in the middle or back of their group, so you cant reach and bash them in time. Permablocking over the whole channeling time doesn't work when in the middle of a fight. Breaking line of sight often is not working even if you're breaking line of sight (beam stays on even behind a wall or rock), and not every time you have a massive object available to break line of sight (trees and normal sized rocks don't work).

    Also, Jesus beam is giving an extremely visible signal to all other jesus beamers that one target is being focused over a very long period of time. So even if one guy starts beaming at you at 100% health, in larger groups 3 or 4 will instantly follow and together they will bring you below 50% and then almost instantly to 0% health with no chance to counter.

    I think jesus beam needs 2 corrections:
    - execute shouldn't start at 50% health but at 20 or 25% maximum
    - only ONE jesus beam can fully hit a target at a time. Either the damage of more beams is massively scaled down or it's being reflected on the caster (my favorite).
  • Hashtag_
    Hashtag_
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    Yes, RD needs a nerf and here's why:
    It doesn't need a nerf just needs to adjustments


    1) Reduce the distance to 14-15 meters.

    2) Remove the instant tick from the cast and make it perform like a channel. No way someone should be instantly ticked on cast for 15k+

    3) Reduce the execute range from 50% down to 25%
  • Draxys
    Draxys
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    Yes, RD needs a nerf and here's why:
    Hashtag_ wrote: »
    It doesn't need a nerf just needs to adjustments


    1) Reduce the distance to 14-15 meters.

    2) Remove the instant tick from the cast and make it perform like a channel. No way someone should be instantly ticked on cast for 15k+

    3) Reduce the execute range from 50% down to 25%

    Those adjustments are nerfs lol.... But a good place to start
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  • Hashtag_
    Hashtag_
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    Yes, RD needs a nerf and here's why:
    Sharee wrote: »
    It's fine. If one person hits me with it, it's not a big deal at all... If four or five do, well I'm going to drop. But if four or five people target me at once with just about any ability, I'm probably going to drop anyway.

    I gank with my mate using stamblades. One charged heavy/snipe each and we insta kill anything.

    Why don't people ever complain about that?

    Because you can hear a snipe coming before it hits, and you can react to it in a way that does not require you to single out the attacker in a crowd. You can also deal with multiple snipes simultaneously, either by dodge rolling or reflecting. None of this is true when targeted by RD.

    For the record snipe is glitched out to where you can't even hear the snipes most of the times. Source my Astro's aren't picking up the sounds of the snipes but I'm hit with 6 of them and desynced.
  • Bromburak
    Bromburak
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    I gank with my mate using stamblades. One charged heavy/snipe each and we insta kill anything.

    Why don't people ever complain about that?

    Because with such skills you only can gank noobs and idiots.

    Every other player is paying attention and not listening to music for example, so they can dodge before snipe actually hits them and depending on your bars trigger reflect right away.

    Edited by Bromburak on August 8, 2016 7:59AM
  • Hashtag_
    Hashtag_
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    Yes, RD needs a nerf and here's why:
    Draxys wrote: »
    Hashtag_ wrote: »
    It doesn't need a nerf just needs to adjustments


    1) Reduce the distance to 14-15 meters.

    2) Remove the instant tick from the cast and make it perform like a channel. No way someone should be instantly ticked on cast for 15k+

    3) Reduce the execute range from 50% down to 25%

    Those adjustments are nerfs lol.... But a good place to start

    I view nerfs as reducing the hell out of damage.
  • PURPLE245
    PURPLE245
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    Yes, RD needs a nerf and here's why:
    its just a easy button there has been time i will run into a Templar 1v1 and there 1st reaction is beam strait way with out hesitation then they realize it does nothing but thats not the issue its when you have like 4+ people on you and a beamer the second your health drops to 50 its GG there is not coming back from it and people can say yeah well you should not be able to fight more then 4 people anyway......lol stfu if them 4 people are trash and the ONLY reason you die is because of that beamer in the back just spamming that beam and there there is the argument so just bash them are you insane try fighting 4+ people and a beamer in the back at range no way near you and you are supposed to gap close and bash him when 9 time out of 10 you also have a sniper hitting you with like 6-10k snipes in the back also so the time you are gap closing them snipe get you to 50% anyways and by then the beam is already melting you and even if there is no sniper them other 4 people and get you to 50% hp anyway its not hard there is many ways but either way beam it just a dumb skill for those who cant play game beam has been this strong in the past and it got nerfed because it was a joke so why did they go back to stupid op beams again i dont have a clue but thats just one beam then when you have 2 or 3 beams on you its just gg anyway at that point its funny how you can also say just get out of range LUL yeah you can do that but then you have like 4+ people cap closing you at the same him or snipers its not easy to stay above 50% hp wit hall that hitting you at ones never mind with that beam on you ticking and ticking away.....
    imo they just need to drop it from 50% to 20-30% that was you have more time to actually get out of range or that little more time to bash ect but 50% is way to high or at least have one morph with a lower base damage and make it like 45% and one with the same base damage but 30% on my Templar my beam ad liek a 16k tooltip and im not even build for damage the only decent counter to beam imo what is actually reliable is being a Templar your self and purifying it
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  • eserras7b16_ESO
    eserras7b16_ESO
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    No, RD doesn't need a nerf and this is why:
    You're all just haters, beam has many counters, the problem is that ESO community doesn't know how to deal with guys channeling just go there and interrupt, or pick a spell that can interrupt us from distance, or charge to us.

    Beam doesn't let you escape? Only works in outnumbered situations.
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  • Van_0S
    Van_0S
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    No, RD doesn't need a nerf and this is why:
    Infrapuna wrote: »
    Van_0S wrote: »
    Its good for money dodge rollers. Only, those monkeys whine in formus because they can't dodge everything.

    Well,If shuffle is removed from game then ZOS can thing of nerfing RD. Till then, its a big NO.

    Oh so Shuffle > RD? K den

    Ya.
  • Van_0S
    Van_0S
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    No, RD doesn't need a nerf and this is why:
    You're all just haters, beam has many counters, the problem is that ESO community doesn't know how to deal with guys channeling just go there and interrupt, or pick a spell that can interrupt us from distance, or charge to us.

    Beam doesn't let you escape? Only works in outnumbered situations.

    True. I read some noobs says that RD is good for duels. :D
  • Argonian_Jesus
    First of all it got an insane range, which i feel should be reduced to same range as impale nb execute. They also changed jesus beam to not get the tick mitigated in dodge roll, which means that if you roll dodge with low health you get rekt 75% of the time. Also you can't interrupt the caster most of the time cause he is too far away or hiding behind other players who pressure you. It should also deal much less dmg untill the target hits 30% hp.
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  • covenant_merchant
    covenant_merchant
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    Yes, RD needs a nerf and here's why:
    Beam is the worst for all aforementioned reasons: undodgeable, 50% threshold, channeled, 40 meters range, used on by far the most empowered mana class atm...

    And for all those who say there are counters to beams, have you even tried to open world PvP? When you're outnumbered, beam is by far the most annoying and effective Xv1 skill. However, even if you're in groups of roughly the same size, with one templar beaming from the backlines while you have melee opponents on you, (a mana dk or bombard spammer constantly rooting you) you won't be able to bash or interrupt anything.
    Edited by covenant_merchant on August 8, 2016 9:30AM
  • nordsavage
    nordsavage
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    No, RD doesn't need a nerf and this is why:
    I was in Cyrodiil today to level up assault for vigor. I was in PvE dps gear with PvE dps CP. Not one of the many Radiant Destructions I was blasted with killed me even when at lower health.
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  • Brrrofski
    Brrrofski
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    Yes, RD needs a nerf and here's why:
    Van_0S wrote: »
    Its good for monkey dodge rollers. Only, those monkeys whine in formus because they can't dodge everything.

    Well,If shuffle is removed from game then ZOS can thing of nerfing RD. Till then, its a big NO.

    No, everyone except people who only play templars "whine" about.
  • Skander
    Skander
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    No, RD doesn't need a nerf and this is why:
    I'm ok for a % nerf, making radiant execute from 25% or so, but not for a damage nerf.
    Hell, nerf radiant and most 1v1 will be endless.
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  • PURPLE245
    PURPLE245
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    Yes, RD needs a nerf and here's why:
    Brrrofski wrote: »
    Van_0S wrote: »
    Its good for monkey dodge rollers. Only, those monkeys whine in formus because they can't dodge everything.

    Well,If shuffle is removed from game then ZOS can thing of nerfing RD. Till then, its a big NO.

    No, everyone except people who only play templars "whine" about.

    yeah thing is i have all classes and i play all i think RD is way to strong but then again im not in a zerg spamming it on people fully hp ;)
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  • PURPLE245
    PURPLE245
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    Yes, RD needs a nerf and here's why:
    if RD was not soo strong why does every damn Templar spam it? and not even use it for what its made for?
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  • Brrrofski
    Brrrofski
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    Yes, RD needs a nerf and here's why:
    PURPLE245 wrote: »
    Brrrofski wrote: »
    Van_0S wrote: »
    Its good for monkey dodge rollers. Only, those monkeys whine in formus because they can't dodge everything.

    Well,If shuffle is removed from game then ZOS can thing of nerfing RD. Till then, its a big NO.

    No, everyone except people who only play templars "whine" about.

    yeah thing is i have all classes and i play all i think RD is way to strong but then again im not in a zerg spamming it on people fully hp ;)

    Same here. Stam and magica in everything at v16 before VR ranks were removed. I've playedthem all a lot on PvP and still do. I play my magi a templar. It'stupid how you can end a fight with own button from so far away. Someone at 30% health is installed dead from 40m away.

    It's broken. It really is. Nobody who doesn't only play templar disagrees.

    Another question... Do those that think Rd is fine also think malaubeth is fine too? Think I already know the answer.
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