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

  • Luigi_Vampa
    Luigi_Vampa
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    Yes, RD needs a nerf and here's 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.

    Dude if 3 bad players beam you, you're dead. No arguements, dead. Whereas if 3 bad non-RD users attack you, you will have a high chance of 1vxing them to death. But personally I think it should be below 40% execute, not 50%.

    This is my main problem with the skill. It is a crutch for bad players that allows them to execute players without having to know how play. They don't need to learn how to string together multiple skills, they just lock a beam on someone at 100% health and let other players do the rest for them.
    PC/EU DC
  • xarguideb17_ESO
    xarguideb17_ESO
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    Yes, RD needs a nerf and here's why:
    The range is absurdly long.
  • NBrookus
    NBrookus
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    Unfortunately at the moment, magplars and Radiant are the only real counter to the stam meta. The stronger stam gets, the more magicka players will flock to magplars and the more stam users will complain about Radiant.

    The only nerf I think Radiant needs is to be less rewarding when spammed on non-executable targets. For example, the other ranged execute, Mages Wrath, does absolutely diddly if you are spamming on on high health targets. Radiant doesn't do a huge amount of damage on targets above 100%, but it's still too much.

    Radiant's penalties: partial snare while channeling & high cost are both mitigated by the fact Cyro is snareapalooza anyway and templars can easily sustain the cost.
    • Pick an execute threshold, not this scaling thing
    • Reduce damage to next to nothing above that threshold
  • timidobserver
    timidobserver
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    No, RD doesn't need a nerf and this is why:
    Stam builds trying to vanquish the one thing that wrecks their dodge spam.
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Brrrofski
    Brrrofski
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    Yes, RD needs a nerf and here's why:
    maxjapank wrote: »
    Brrrofski wrote: »
    maxjapank wrote: »
    Brrrofski wrote: »
    maxjapank wrote: »
    There's been plenty of threads about RD. And even some Templar's will support a slight reduce in range to that of gap closers like Crit charge. But I honestly would change much else about it. I realize it's a strong spell, but after watching a group of Stam players continually dodge Javelin, Vamp Bane, Dark Flare, etc, I was thankful to have RD. Stam right now is stupid OP.

    Again, someone who only plays a templar.

    You do realise that everyone else's skills are also dodged, right?

    Having a skill that is undodgeable is the right thing. There needs to be a counter to dodging, right?

    Yes. A 40m nuke is not the right one.

    Oh, and by the way, sweeps goes through dodge too.

    I'm not sure if you're being sarcastic about the "sweeps going through dodge" or really fo some reason don't think I know that. I'm guessing it's sarcastic. But since you bring it up, you must know that sweeps is a channel that is easily avoided by out ranging it or walking through it. It also leaves a Templar vulnerable to cc and being attacked.

    Sweeps is a great skill. But to do any damage, you must stack spell power and preferably wear light armor. And wearing light armor means less mitigation. And again being a channel means having no mobility due to it being a snare.

    But let's not change the subject.

    But beam still does loads of damage even in heavy. And doesn't leave you at risk because of it's range.

    So something is broken about it.

    Honestly, does anyone who thinks it fine not play a templar for 90% of their time in pvp?

    If you don't play anything else, go play a different class or watch someone play one. One that can't purify it and doesn't use it. Next time you beam someone, just look at how many other beams are on that guy.

    I get it. Nobody wants a strong skill they use to be nerfed. I don't want RD's damage nerfed. I just want a range reduction. You use such a powerful execute, I think you should have to actually be involved in the fight to get that execute. Not standing 40m away with an instant nuke when someone gets to 30-35%.
    Edited by Brrrofski on August 8, 2016 1:35PM
  • Cryptical
    Cryptical
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    No, RD doesn't need a nerf and this is why:
    So a Templar, lets say a healer, is:
    Clunky and slow
    has very little armor to protect from physical attacks
    has very little stamina to counteract CC
    has no class skill to grant major sorcery (yes entropy I get it)
    Can have RD stopped by breaking LOS

    Is the skill annoying?
    YES

    Is it top 3 of the best class skills a Templar gets?
    Yes

    But is it overpowered?
    No

    Will I laugh when I melt your face off with it?
    Only as loud as I will scream when I'm spambushsurpriseattacked, or randomly blow up the second my health bar drops to 20%, or when unable to knock down a DK with 4 other people

    This. Especially the spam bush / incap strike / reverse slice / etc stuff. Sometimes it's worse than frigging kryptonite.

    It's why I personally go with radiant glory. To do *something* to counteract being able to dodge a max 2 times, to counteract wearing 7 pieces of light armor, to counteract the terrible health recovery. Radiant glory still crits hard when under 50 for pvp, and the few times I've gotten into a beam battle the health returned burned out the other person's courage. And when trying to burn down a boss in pve I can throw it on and face tank some adds just on the health being returned to me. RG splits the difference between the light-armor no-phys-resistance, and gives me a breath to get back stam.
    Edited by Cryptical on August 8, 2016 2:26PM
    Xbox NA
  • maxjapank
    maxjapank
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    No, RD doesn't need a nerf and this is why:
    Brrrofski wrote: »
    maxjapank wrote: »
    Brrrofski wrote: »
    maxjapank wrote: »
    Brrrofski wrote: »
    maxjapank wrote: »
    There's been plenty of threads about RD. And even some Templar's will support a slight reduce in range to that of gap closers like Crit charge. But I honestly would change much else about it. I realize it's a strong spell, but after watching a group of Stam players continually dodge Javelin, Vamp Bane, Dark Flare, etc, I was thankful to have RD. Stam right now is stupid OP.

    Again, someone who only plays a templar.

    You do realise that everyone else's skills are also dodged, right?

    Having a skill that is undodgeable is the right thing. There needs to be a counter to dodging, right?

    Yes. A 40m nuke is not the right one.

    Oh, and by the way, sweeps goes through dodge too.

    I'm not sure if you're being sarcastic about the "sweeps going through dodge" or really fo some reason don't think I know that. I'm guessing it's sarcastic. But since you bring it up, you must know that sweeps is a channel that is easily avoided by out ranging it or walking through it. It also leaves a Templar vulnerable to cc and being attacked.

    Sweeps is a great skill. But to do any damage, you must stack spell power and preferably wear light armor. And wearing light armor means less mitigation. And again being a channel means having no mobility due to it being a snare.

    But let's not change the subject.

    But beam still does loads of damage even in heavy. And doesn't leave you at risk because of it's range.

    So something is broken about it.

    Honestly, does anyone who thinks it fine not play a templar for 90% of their time in pvp?

    If you don't play anything else, go play a different class or watch someone play one. One that can't purify it and doesn't use it. Next time you beam someone, just look at how many other beams are on that guy.

    I get it. Nobody wants a strong skill they use to be nerfed. I don't want RD's damage nerfed. I just want a range reduction. You use such a powerful execute, I think you should have to actually be involved in the fight to get that execute. Not standing 40m away with an instant nuke when someone gets to 30-35%.

    So....not really sure why you're arguing with me. I'm fine with a range reduction. It was in my initial post. Reducing the range to gap closers such as Crit charge is a fine solution.
  • Idinuse
    Idinuse
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    No, RD doesn't need a nerf and this is why:
    maxjapank wrote: »
    Brrrofski wrote: »
    maxjapank wrote: »
    Brrrofski wrote: »
    maxjapank wrote: »
    Brrrofski wrote: »
    maxjapank wrote: »
    There's been plenty of threads about RD. And even some Templar's will support a slight reduce in range to that of gap closers like Crit charge. But I honestly would change much else about it. I realize it's a strong spell, but after watching a group of Stam players continually dodge Javelin, Vamp Bane, Dark Flare, etc, I was thankful to have RD. Stam right now is stupid OP.

    Again, someone who only plays a templar.

    You do realise that everyone else's skills are also dodged, right?

    Having a skill that is undodgeable is the right thing. There needs to be a counter to dodging, right?

    Yes. A 40m nuke is not the right one.

    Oh, and by the way, sweeps goes through dodge too.

    I'm not sure if you're being sarcastic about the "sweeps going through dodge" or really fo some reason don't think I know that. I'm guessing it's sarcastic. But since you bring it up, you must know that sweeps is a channel that is easily avoided by out ranging it or walking through it. It also leaves a Templar vulnerable to cc and being attacked.

    Sweeps is a great skill. But to do any damage, you must stack spell power and preferably wear light armor. And wearing light armor means less mitigation. And again being a channel means having no mobility due to it being a snare.

    But let's not change the subject.

    But beam still does loads of damage even in heavy. And doesn't leave you at risk because of it's range.

    So something is broken about it.

    Honestly, does anyone who thinks it fine not play a templar for 90% of their time in pvp?

    If you don't play anything else, go play a different class or watch someone play one. One that can't purify it and doesn't use it. Next time you beam someone, just look at how many other beams are on that guy.

    I get it. Nobody wants a strong skill they use to be nerfed. I don't want RD's damage nerfed. I just want a range reduction. You use such a powerful execute, I think you should have to actually be involved in the fight to get that execute. Not standing 40m away with an instant nuke when someone gets to 30-35%.

    So....not really sure why you're arguing with me. I'm fine with a range reduction. It was in my initial post. Reducing the range to gap closers such as Crit charge is a fine solution.

    And the same for all 28m skills, then I agree.
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  • maxjapank
    maxjapank
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    No, RD doesn't need a nerf and this is why:
    olsborg wrote: »
    Draxys wrote: »
    A channeled, ranged, undodgeable execute that starts scaling up at 50%.... That has "inherently overpowered" written all over it.

    Yes. In a 1v1 its not a big issue, you can react and either interrupt or block it long enough. But in open combat, 1 or god forbid 2 templars decide to RD you at max rage (40ish meters) and you cant do *** about it except try to purge it somehow and that aint always easy when youve probably already have aggro from a few more players, in these situations RD more or less puts you in a hard to recover situation, scaling from 50% hp etc etc..

    You're not going to get much sympathy talking about outnumbered fights. If you are having trouble handling a few players, then string them out or pick better fights.
    Edited by maxjapank on August 8, 2016 2:27PM
  • kaithuzar
    kaithuzar
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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?

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

    **Not requesting a nerf to snipe either lol

    Personally, I like to attempt 1vX'ing. I'm not as good as some players, however, I can take on 3-4 scrubs easily. Even if they are scrubs & easy kills, if all 3-4 are spamming radiant on me then it makes it rather difficult if not impossible to mitigate that damage.
    Member of:
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    WKB (we kill bosses) - turd where you go?
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  • danno8
    danno8
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    Brrrofski wrote: »
    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.

    RD has no snare component. Unless you are talking about the caster. The caster gets snared 80%.
  • Brrrofski
    Brrrofski
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    Yes, RD needs a nerf and here's why:
    nordsavage wrote: »
    Brrrofski wrote: »
    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 ;)

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

    I play all classes stam and mag and I disagree. You do not speak for us all.

    Well you don
    maxjapank wrote: »
    Brrrofski wrote: »
    maxjapank wrote: »
    Brrrofski wrote: »
    maxjapank wrote: »
    Brrrofski wrote: »
    maxjapank wrote: »
    There's been plenty of threads about RD. And even some Templar's will support a slight reduce in range to that of gap closers like Crit charge. But I honestly would change much else about it. I realize it's a strong spell, but after watching a group of Stam players continually dodge Javelin, Vamp Bane, Dark Flare, etc, I was thankful to have RD. Stam right now is stupid OP.

    Again, someone who only plays a templar.

    You do realise that everyone else's skills are also dodged, right?

    Having a skill that is undodgeable is the right thing. There needs to be a counter to dodging, right?

    Yes. A 40m nuke is not the right one.

    Oh, and by the way, sweeps goes through dodge too.

    I'm not sure if you're being sarcastic about the "sweeps going through dodge" or really fo some reason don't think I know that. I'm guessing it's sarcastic. But since you bring it up, you must know that sweeps is a channel that is easily avoided by out ranging it or walking through it. It also leaves a Templar vulnerable to cc and being attacked.

    Sweeps is a great skill. But to do any damage, you must stack spell power and preferably wear light armor. And wearing light armor means less mitigation. And again being a channel means having no mobility due to it being a snare.

    But let's not change the subject.

    But beam still does loads of damage even in heavy. And doesn't leave you at risk because of it's range.

    So something is broken about it.

    Honestly, does anyone who thinks it fine not play a templar for 90% of their time in pvp?

    If you don't play anything else, go play a different class or watch someone play one. One that can't purify it and doesn't use it. Next time you beam someone, just look at how many other beams are on that guy.

    I get it. Nobody wants a strong skill they use to be nerfed. I don't want RD's damage nerfed. I just want a range reduction. You use such a powerful execute, I think you should have to actually be involved in the fight to get that execute. Not standing 40m away with an instant nuke when someone gets to 30-35%.

    So....not really sure why you're arguing with me. I'm fine with a range reduction. It was in my initial post. Reducing the range to gap closers such as Crit charge is a fine solution.

    Ah right lol.

    Yeh, I think that is the solution.

    Currently you have healers at the back of groups keeping the guys your footing alive and as soon asyou hit 40% they run to beam mode, still standing at the back, and it's game over.
  • Kilandros
    Kilandros
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    No, RD doesn't need a nerf and this is why:
    ITT: Bow baddies cool with Focused Aim hitting for 10k at full health, not cool with RD hitting for 10k at 5% health
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • ToRelax
    ToRelax
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    Yes, RD needs a nerf and here's why:
    I probably should just ignore this debate, since it's still the same stupid arguments as one and a half years ago. But whatever.
    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.

    Shuffle doesn't stop you from killing stam builds or anyone else using it. You just show that you haven't actually tried it out yourself, not to speak of trying out a stam build.
    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.

    And outnumbered situations are what the complaining is about, even you should have understood that by now.
    nordsavage wrote: »
    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.

    Going into Cyrodiil with PvE gear to get Vigor doesn't sound like looking for interesting, outnumbered fights. Thus, your experience is irrelevant to the complaints.
    maxjapank wrote: »
    There's been plenty of threads about RD. And even some Templar's will support a slight reduce in range to that of gap closers like Crit charge. But I honestly would change much else about it. I realize it's a strong spell, but after watching a group of Stam players continually dodge Javelin, Vamp Bane, Dark Flare, etc, I was thankful to have RD. Stam right now is stupid OP.
    maxjapank wrote: »
    Brrrofski wrote: »
    maxjapank wrote: »
    There's been plenty of threads about RD. And even some Templar's will support a slight reduce in range to that of gap closers like Crit charge. But I honestly would change much else about it. I realize it's a strong spell, but after watching a group of Stam players continually dodge Javelin, Vamp Bane, Dark Flare, etc, I was thankful to have RD. Stam right now is stupid OP.

    Again, someone who only plays a templar.

    You do realise that everyone else's skills are also dodged, right?

    Having a skill that is undodgeable is the right thing. There needs to be a counter to dodging, right?

    There needs to be a counter to dodging, but not in the form of an execute. That it also has a huge range, is pretty much the easiest skill in the game to use and has no other counters (can be reapplied instantly after being purged) doesn't help either.
    Van_0S wrote: »
    Typhoios wrote: »
    I love how jesus beam spammers argument for not being able to counter this skill while outnumbered is that you just shouldn't be able to win if you're outnumbered. Well played beamplars, well played. Just because you've never won a 1vX doesn't mean it should be impossible.

    Well, I have countered this skill many times. I have rarely died by RD. Maybe because I block and use extended ritual.

    You guys, should know not all are noons that use this skill. Well, no matter. I guess that is why forums are here for, to whine. :D

    You are playing the class with the best toolkit to directly deal with RD. You have a better Purge, a gap closer that interrupts and the best heal in the game, further your toolkit synergizes well with the use of one hand/shield, making blocking it a lot easier.
    Qbiken wrote: »
    No dmg-nerf or execute % nerf is needed. In a 1vX situation you will die of any ability if 5 ppl spam it against you. Only nerf I can see against RD is the range. People tend to forget that you can´t just nerf an ability due to how it affect PvP. You also need to have the PvE aspect in mind. Nerfing RD % executerange and/or dmg will cause a huge dps loss for us who likes to do endgame PvE content (such as trials). A rangenerf of RD wouldn´t cause much trouble for magicka templars in PvE.

    And the reason RD ain´t dodgable is because it´s a channeled ability. No channeled abilites in ESO are dodgable.

    1.) No, I can survive against most skills being spammed by multiple opponents 1vX, especially literally every other execute would at best make me laugh myself to death.

    2.) One can keep PvE in mind when completely redesigning this ability, which is needed because

    3.) An execute just shouldn't be channeled. It should deal damage according to the target's health when the ability hits, not change after that. And if it was a channel that only takes into account the health at the time of the first tick, it would still be unbalanced because you can't recover from it as well as from other executes. Also, it would be bad for PvE.
    No, because its fire based and elemental based, easily countered in PvP especially by dark elves.

    It's magic damage, aside from the super immersive tooltip, it doesn't have anything to do with fire. And Dunmer fire resist is a joke, just like any other racial resistance passive.
    So a Templar, lets say a healer, is:
    Clunky and slow
    has very little armor to protect from physical attacks
    has very little stamina to counteract CC
    has no class skill to grant major sorcery (yes entropy I get it)
    Can have RD stopped by breaking LOS

    Is the skill annoying?
    YES

    Is it top 3 of the best class skills a Templar gets?
    Yes

    But is it overpowered?
    No

    Will I laugh when I melt your face off with it?
    Only as loud as I will scream when I'm spambushsurpriseattacked, or randomly blow up the second my health bar drops to 20%, or when unable to knock down a DK with 4 other people

    You're a bad Templar player, squishy and unable to create a working PvP build, not to mention playing it well. A shame, other Templars don't get another skill in RD's place but instead QQ being thrown at them.
    Stam builds trying to vanquish the one thing that wrecks their dodge spam.

    The stamina hate is strong in you guys. You don't even realize how magicka players are complaining just as much about Radiant Destruction.


    Not that this post or whole topic would change anything...
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • C4rt3r_H4ll
    C4rt3r_H4ll
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    No, RD doesn't need a nerf and this is why:
    Armitas wrote: »
    I think the main problem is that spell damage and magicka increase damage AND healing. So you enter a fight and some no risk healer with no damager but RD is in the far back spamming it on you and it does tons of damage because...the healer is built for healing...which in turn means he is simultaneously built for damage.

    Templar dpsers are in melee range due to jabs, so if they use RD it's in range to bash interrupt. The problem is the healers in the back, 1 magicka ranged interrupt in the game bound to a weapon and morph (force pulse), and a ton of roots, snares, broken gap closers between you and that healer who is now suddenly a full on dps class. You are eating it before you can do anything about it, from a HEALER!

    That, in my opinion, is the real problem, that healing is increased by the same stat that increases damage making it a simple matter to switch from group healer to group dps in 1 button, at range with no risk for the reward. Those that die from RD are dying to group healers and that is an absurd outcome.

    @ToRelax Your assessment is correct, and thank you for proving my point. Why nerf something for everyone when the person(s) causing the rage are bad players. I should have thrown this quote up with my initial post, my mistake. I wished to show all the weaknesses and drawbacks.


  • ToRelax
    ToRelax
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    Yes, RD needs a nerf and here's why:
    Armitas wrote: »
    I think the main problem is that spell damage and magicka increase damage AND healing. So you enter a fight and some no risk healer with no damager but RD is in the far back spamming it on you and it does tons of damage because...the healer is built for healing...which in turn means he is simultaneously built for damage.

    Templar dpsers are in melee range due to jabs, so if they use RD it's in range to bash interrupt. The problem is the healers in the back, 1 magicka ranged interrupt in the game bound to a weapon and morph (force pulse), and a ton of roots, snares, broken gap closers between you and that healer who is now suddenly a full on dps class. You are eating it before you can do anything about it, from a HEALER!

    That, in my opinion, is the real problem, that healing is increased by the same stat that increases damage making it a simple matter to switch from group healer to group dps in 1 button, at range with no risk for the reward. Those that die from RD are dying to group healers and that is an absurd outcome.

    @ToRelax Your assessment is correct, and thank you for proving my point. Why nerf something for everyone when the person(s) causing the rage are bad players. I should have thrown this quote up with my initial post, my mistake. I wished to show all the weaknesses and drawbacks.


    Well you missed the point, of course. Making Radiant Destruction less useful for situations in which you outnumber your opponents and more useful for outnumbered situations would not at all be a nerf for those who seek out the latter.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Cinbri
    Cinbri
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    Yes, RD needs a nerf and here's why:
    OP obviously biased. Otherwise where is option "to remove this *** and give back Blinding Light"
  • Talyena
    Talyena
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    No, RD doesn't need a nerf and this is why:
    I roll dodge out of RD all the time. Equip bow, roll dodge and sprint. The caster is snared and it is a piece of cake to get out of range. The only time I don't get away is if there are half a dozen other people casting spells that root, knock down, stun... And even then I get away sometimes if I have a immovable pot ready. But if the crowd control gets me, I'm dead anyway because of numbers (even if no one is using RD). I really can't believe so many people complain about dying to that skill when about the only time it has a chance to kill you is when you are greatly outnumbered and would likely die anyway.
  • sluice
    sluice
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    Yes, RD needs a nerf and here's why:
    Anybody claiming that Radiant Destruction is perfectly fine... lacks pvp experience or are simply greatly biased.
    Yes, I use to claim that this skill was fine because it can be interrupted, the caster is snared, etc.

    The truth is: it's the strongest execute in the game and although the caster is greatly vulnerable while casting it, the fact that it has a monstrous range and isn't dodgeable makes it OP, especially in group settings.

    Have a Jesus beam on you at 100% health, in a 1v1 you will simply laugh.
    But have Jesus beam on you at 100% health while you are taking damage by one or more opponent...

    My main issue with Radiant Destruction is when fighting 1v2+ and one of them is just jesus beam spamming you.


    Also, say you are at 25-30% health and your opponent attempts to execute you with:
    Reverse Slash or Assassin's Blade: there is a chance that you automatically dodge with any Evasion Buff... But mainly you can manually dodge their finishing blows by rolling.

    Radiant Destruction: you are dead in less than 1 second, unless you are in his face and are super quick to bash him or you can line of sight him somehow... you are dead.


    How to nerf Radiant Destruction?
    My take on this skill is the same as many, here:
    Start by simply nerfing the range of this skill. You will see a lot less 20m+ spammer that are currently plaguing Cyrodiil today.

    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
  • juhasman
    juhasman
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    Yes, RD needs a nerf and here's why:
    There should be 3rd vote option ,,I play templar" then 50% of people who choosed ,,No" would choose 3rd option and 4th option ,,I play with templar " and 40% of people who choosed ,,No" would choose 4th option.
    Edited by juhasman on August 9, 2016 3:56AM
  • Kelces
    Kelces
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    No, RD doesn't need a nerf and this is why:
    I like my light armor setup, it requires some distance you know. ;)
    You reveal yourself best in how you play.

    Kelces - Argonian Templar
    Farel Donvu - Dark Elf Sorcerer
    Navam Llervu - Dark Elf Dragonknight
    Aniseth - Wood Elf Warden
    Therediel - Wood Elf Templar
    Nilonwy - Wood Elf Nightblade
    Jurupari - Argonian Warden
    Kú-Chulainn - Argonian Sorcerer
    PC - EU
    For the Pact!
  • soll
    soll
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    No, RD doesn't need a nerf and this is why:
    PURPLE245 wrote: »
    if RD was not soo strong why does every damn Templar spam it? and not even use it for what its made for?

    because it's execute and it's not instant

    sure, there are some (a lot) of templars, who doing it way ahead, but purpose of it to start beaming same time when teammates are doing damage to target, so the second target reaches 50%> health, the main damage releases.

    IMO it's not overpowered. good point was about parma-roll-dodgers.
    and btw: how many people complaining on NB gapcloser which can hit up to 14k?
    EU PC
    I like to heal
    Triggered Tryhards/ HighRisk
    EP – Sollencia
    AD – Sollencia Overdose
    When you've invested time and money into a company, you have the right to be upset over changes that will negatively affect your experience and gameplay.

  • hrothbern
    hrothbern
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    Yes, RD needs a nerf and here's why:
    Brrrofski wrote: »
    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.

    +1

    Reduce the range from 28 meter to 27 meter.
    Then it will not get the 8 meter increased range from Battle Spirit, and still the 4 meter from Reach and the 7 meter from Propelling Shield.
    That forces the spammers to be in the front zone of a ranged group combat front line, and to be vulnerable themselves for attacks.
    (or cast the expensive Propelling Shield all the time with the moving front line)

    Is the same treatment ZOS applied to the Sorc Daedric Tomb (also 27 meter range)


    Edited by hrothbern on August 9, 2016 7:02AM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • ToRelax
    ToRelax
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    Yes, RD needs a nerf and here's why:
    soll wrote: »
    PURPLE245 wrote: »
    if RD was not soo strong why does every damn Templar spam it? and not even use it for what its made for?

    because it's execute and it's not instant

    sure, there are some (a lot) of templars, who doing it way ahead, but purpose of it to start beaming same time when teammates are doing damage to target, so the second target reaches 50%> health, the main damage releases.

    IMO it's not overpowered. good point was about parma-roll-dodgers.
    and btw: how many people complaining on NB gapcloser which can hit up to 14k?

    Create a thread about gapclosers in general and Teleport Strike in particular, the overwhelming majority will want the snares and roots gone.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • ku5h
    ku5h
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    Yes, RD needs a nerf and here's why:
    What's OP about this skill is it's range. Bring it down to 15m like Impale and that's it, then would be fine.
  • sluice
    sluice
    ✭✭✭✭
    Yes, RD needs a nerf and here's why:
    soll wrote: »
    PURPLE245 wrote: »
    if RD was not soo strong why does every damn Templar spam it? and not even use it for what its made for?

    because it's execute and it's not instant

    sure, there are some (a lot) of templars, who doing it way ahead, but purpose of it to start beaming same time when teammates are doing damage to target, so the second target reaches 50%> health, the main damage releases.

    IMO it's not overpowered. good point was about parma-roll-dodgers.
    and btw: how many people complaining on NB gapcloser which can hit up to 14k?

    Wut?
    In terms of damage: Crit Charge > Teleport Strike
    (PS: show me a screenshot of any gapcloser that hits 14k, and I will laugh at that build and send you a personally made :cookie:)

    So, in your opinion, it's fine that a lot of templar in group settings are spamming Radiant Destruction early?

    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
  • maxjapank
    maxjapank
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    ✭✭
    No, RD doesn't need a nerf and this is why:
    ku5h wrote: »
    What's OP about this skill is it's range. Bring it down to 15m like Impale and that's it, then would be fine.

    Naw. Too short. Bring it down to most gap closers.
  • timidobserver
    timidobserver
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    No, RD doesn't need a nerf and this is why:
    ToRelax wrote: »
    I QQ being thrown at them.
    Stam builds trying to vanquish the one thing that wrecks their dodge spam.

    The stamina hate is strong in you guys. You don't even realize how magicka players are complaining just as much about Radiant Destruction.


    Not that this post or whole topic would change anything...



    I don't hate stam builds. I get a lot of enjoyment out of my cancer stam sorc spec(bombard + negate = instant cc death for most Magicka builds.) I just think that the majority of the RD dislike is coming from stambuilds because it bypasses the primary defense of what most of them are running. Unless below 30% health most Magicka builds should be able to deal with 1-3 RDs on them without too much trouble. On the other hand, many stam builds get rekt as they reflexively try to dodge roll out of the RD.
    Edited by timidobserver on August 9, 2016 3:28PM
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Mayrael
    Mayrael
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    No, RD doesn't need a nerf and this is why:
    While playing stamina build your first reaction when your health goes down is to roll, heal, roll and youre screwed if someone will use RD on you, and this is the direction from all the hate comes. I play always magica and never, literaly never (atleast I dont remember) died from this skill in 1v1. Even in situations when im outnumbered I need to be under great presure to die because of it. Why? Because magica toons have to use other defensive strategies as roll dodge is to expenisve for them, and gues what? That "Other" strategies work very well against RD. Its stamina meta who refuses to learn other ways of defense as it would require to use some defensive skills on their bars - in addition to vigor ofc (well TBH there is so many stam users in cyro that know how to defend against RD that im rly surpised how much hate this skill gets here). On my sorc I kill roll dodge/reflect users much faster and easier than on my templar and I enjoy it with sadistic pleasure (yup magica sorc still owns, its freakin amazing TBH with negate brought back to what it used be). You can nerf this skill but untill you will learn how to defend your self better, not just roll dodgin, you will still die over and over as the problem lies not in the skill but in brainless mashing dodge button.
    Edited by Mayrael on August 11, 2016 12:21PM
    I'm done with this game because of ZOS pushing us into Vengeance, because they don't know how to fix Cyrodiil.
  • AverageJo3Gam3r
    AverageJo3Gam3r
    ✭✭✭✭✭
    Yes, RD needs a nerf and here's why:
    Just have it break on line of sight. As a mDK, I have no options to interrupt at range, and my default get out of trouble move is to mist behind a rock/tree/cover to heal. When two people are beaming me and I mist behind a wall and still die, it's terribly unfair.

    1v1, I have no issues with it because I'm on top of the Templar anyways. I love it when they beam because I can quickly bash it then whip away.
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