leepalmer95 wrote: »subtlezeroub17_ESO wrote: »You guys want RD nerfed but ignore the pve ramifications. Smh.
I'm sure a range nerf won't affect pve.
I'm sure the pve templar cna keeps their 35k~ rotation up until the boss hits 30% and no when the but hits 40%.
Pretty much what I keep saying.
Lowering RD to at least 22m wouldn't ruin the PVE experience for templars.
subtlezeroub17_ESO wrote: »leepalmer95 wrote: »subtlezeroub17_ESO wrote: »You guys want RD nerfed but ignore the pve ramifications. Smh.
I'm sure a range nerf won't affect pve.
I'm sure the pve templar cna keeps their 35k~ rotation up until the boss hits 30% and no when the but hits 40%.
Pretty much what I keep saying.
Lowering RD to at least 22m wouldn't ruin the PVE experience for templars.
Yes. It would.
The skill keeps you in a rooted position where in PvE, standing still often gets you killed unless you have the most kickass healer ever. The range of RD is supposed to circumvent that fact. Lowering the range puts all DPS templars both melee and ranged into more of a precarious position than before. Unlike the NB or Sorc where they can keep it moving without standing still for 2.2 seconds channeling.
Please, you must look at all the sides before you dictate to PvE players the "harm" a range nerf would be. Not everything is about PvP!
subtlezeroub17_ESO wrote: »leepalmer95 wrote: »subtlezeroub17_ESO wrote: »You guys want RD nerfed but ignore the pve ramifications. Smh.
I'm sure a range nerf won't affect pve.
I'm sure the pve templar cna keeps their 35k~ rotation up until the boss hits 30% and no when the but hits 40%.
Pretty much what I keep saying.
Lowering RD to at least 22m wouldn't ruin the PVE experience for templars.
Yes. It would.
The skill keeps you in a rooted position where in PvE, standing still often gets you killed unless you have the most kickass healer ever. The range of RD is supposed to circumvent that fact. Lowering the range puts all DPS templars both melee and ranged into more of a precarious position than before. Unlike the NB or Sorc where they can keep it moving without standing still for 2.2 seconds channeling.
Please, you must look at all the sides before you dictate to PvE players the "harm" a range nerf would be. Not everything is about PvP!
WillhelmBlack wrote: »subtlezeroub17_ESO wrote: »leepalmer95 wrote: »subtlezeroub17_ESO wrote: »You guys want RD nerfed but ignore the pve ramifications. Smh.
I'm sure a range nerf won't affect pve.
I'm sure the pve templar cna keeps their 35k~ rotation up until the boss hits 30% and no when the but hits 40%.
Pretty much what I keep saying.
Lowering RD to at least 22m wouldn't ruin the PVE experience for templars.
Yes. It would.
The skill keeps you in a rooted position where in PvE, standing still often gets you killed unless you have the most kickass healer ever. The range of RD is supposed to circumvent that fact. Lowering the range puts all DPS templars both melee and ranged into more of a precarious position than before. Unlike the NB or Sorc where they can keep it moving without standing still for 2.2 seconds channeling.
Please, you must look at all the sides before you dictate to PvE players the "harm" a range nerf would be. Not everything is about PvP!
You're either terrible at PvE or one of those who secretly beams from safety in PvP. You know people who PvP also do PvE and the majority think it's too easy? Like literally once you've learnt the dungeon, you just do the same thing again over next time. In PvP every opponent is different (except Magplar atm).
How the hell would a range nerf affect Radiant Destruction when you're most likely stood in your Focus and you have the tank pointing the boss away from you and the healer healing you? Maelstrom or solo dungeons? Well you need to learn to block cancel.
genjutsu_kami wrote: »The only problem is whiny stam dodgers that don't like having a counter to their 2h bow cheese. ZOS has already said working as intended. May I suggest you learn to bash.
Move along.
or maybe thishttps://www.youtube.com/watch?v=Rw63VO3m0t0
Wreuntzylla wrote: »genjutsu_kami wrote: »The only problem is whiny stam dodgers that don't like having a counter to their 2h bow cheese. ZOS has already said working as intended. May I suggest you learn to bash.
Move along.
or maybe thishttps://www.youtube.com/watch?v=Rw63VO3m0t0
You are not going to hit the average 501 or 531 CP PvPer for 8-11k dark flares, or find a group of players that just stands around as they are picked off one by one... For pete's sake, in the flag portion of the video, he picks off multiple players and then jumps down to fight the last two WHO ARE STILL FIGHTING THE GUARDS. WTF??? I play on console from time to time, and although console players are much easier to kill as a general rule, it's usually not because they are really bad players...
This video also has to be old. It shows veteran level and not CP, so you can't tell if they have enough CP to reduce magick and DoT damage. And there are only like a small handfull of V16 players in the vid, one is L31... Anyone under V16 has less than 200 CP...
genjutsu_kami wrote: »The only problem is whiny stam dodgers that don't like having a counter to their 2h bow cheese. ZOS has already said working as intended. May I suggest you learn to bash.
Move along.
maybe this will clarify or the very least humble your one sided mind to the real problem.https://www.youtube.com/watch?v=rPfI1UrlChs
andreasranasen wrote: »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.
genjutsu_kami wrote: »genjutsu_kami wrote: »How many times do TEMPLARS have to tell you people that yes, it may state that RD begins scaling at 50% but if any of you actually played templar you would be aware that it does nothing to somebody at 50%. Learn to block (or cloak if you are nb) and if you are so low in health that you are finished off completely by RD, then that was because you were low health anyway. Its almost like some people want anything that manages to kill them to be nerfed...
Any stamina class wanting RD to be nerfed is delusional and if they are being hurt by RD at 50%, perhaps need to invest in some new armour
obviously you would think so lightly about it because you are a radiant spammer and everything wrong with this ability, I'm pretty sure you stand in your ruin and spam breath of life while you radiant lol do you even have a backbar I'm pretty sure you can fit all you cheese in one bar
lolnope, like many templars I know, we are generally some of the first people to charge into a fight. Its is pretty obvious to me that you have never played templar, and have no idea what you are talking about. Everything that you are saying is just making you sound uneducated and completely oblivious.
Some of us templars have stuck by the class for the past 2 years, even before the STAMINA update that has ruined pvp for so many people. Templars have always been at the bottom of the barrel, and now that the other 3 magicka classes seem to have been nerfed harder than we have, people are suddenly crying because they actually have to use their brains from time to time when mindlessly spamming us with their uppercuts
RD is not OP. I don't get killed by it, I get killed by 2h stamina people ALLOT but not RD, and I am not just saying that because I am a templar. I feel sorry for anyone who actually dies from this skill, the poor little guys haven't even learned to block yet
hhahaha templar bottom of the barrel? and you play templar.... hahah i think you need to learn to play your class... wow, of course you don't get killed by RD all you do is spam cleanse and your in 5 piece heavy lol your more than likely not going to die from radiant. and to be honest magic classes ruin pvp more than stamina classes and a perfect example was (night blade bomb build last patch) that was poison to pvp.
Omg another one!! Seriously there is no issue with thos everybody is only a magplar because rd is the only counter to infinity dodge stam builds
Anti_Virus wrote: »
As soon as the beam is applied on to you just bash the air. It bashes the beam off of you. This really is a L2P issue. If your upset because 4 templars hit you with radiant while you were retreating from a fight and you died, that is not an example of it overperforming.
bowmanz607 wrote: »How to counter RD,
Cloak - only if you're a NB
Purge - only Magic builds
Bash- LOL bash what the air? No templar will spam it in your face but rather behind a Zerg
Venom arrow- No one will take this morph to counter one skill plus requires you to be a stam build
Ranged cc - such as?
Destro Staff ability (drawing blank on name, long day)
Los- Doesn't work for me still get beamed through walls
Block
Shields- requires a magic build
Killing them- not when they have a Zerg and a heal bot with them
...missing something?
Why do people keep saying there are no counters to RD? ALL classes have a counter available, crushing shock for magicka users and venom arrow for stam users.
All this complaining is a simple case of "I don't want to have to slot an ability I only use to stop RD, so just nerf RD"... I don't believe in adjusting mechanics just because a portion of the player base refuses to adapt
If something is to be changed, I would prefer seeing a stronger penalty for being interrupted rather than changing damage outputs of RD. This would encourage more people to slot interrupts and create higher risk for people using RD. Maybe an unbreakable CC????
Anti_Virus wrote: »bowmanz607 wrote: »How to counter RD,
Cloak - only if you're a NB
Purge - only Magic builds
Bash- LOL bash what the air? No templar will spam it in your face but rather behind a Zerg
Venom arrow- No one will take this morph to counter one skill plus requires you to be a stam build
Ranged cc - such as?
Destro Staff ability (drawing blank on name, long day)
Los- Doesn't work for me still get beamed through walls
Block
Shields- requires a magic build
Killing them- not when they have a Zerg and a heal bot with them
...missing something?
Anti_Virus wrote: »Why do people keep saying there are no counters to RD? ALL classes have a counter available, crushing shock for magicka users and venom arrow for stam users.
All this complaining is a simple case of "I don't want to have to slot an ability I only use to stop RD, so just nerf RD"... I don't believe in adjusting mechanics just because a portion of the player base refuses to adapt
If something is to be changed, I would prefer seeing a stronger penalty for being interrupted rather than changing damage outputs of RD. This would encourage more people to slot interrupts and create higher risk for people using RD. Maybe an unbreakable CC????
No one wants a dmg nerf the dmg isn't the problem. Just make it dodgeable like it used to be and it will be all good.
Anti_Virus wrote: »As soon as the beam is applied on to you just bash the air. It bashes the beam off of you. This really is a L2P issue. If your upset because 4 templars hit you with radiant while you were retreating from a fight and you died, that is not an example of it overperforming.
Lol thats exactly how to counter it bash the air at the templar 40m away behind his zerg while you get incaped by NBs
Anti_Virus wrote: »As soon as the beam is applied on to you just bash the air. It bashes the beam off of you. This really is a L2P issue. If your upset because 4 templars hit you with radiant while you were retreating from a fight and you died, that is not an example of it overperforming.
Lol thats exactly how to counter it bash the air at the templar 40m away behind his zerg while you get incaped by NBs
And this is different to being smashed in the face by a giant sword whilst being stunned and unable to bash/block/roll how, exactly?
I bet 99% of the people who want to ruin RD are stamina, and probably only switched to stamina from magikca sorcerer after the stamina update, and are now upset because they realise that they may not be completely indestructible. If you actually stop for a moment, and think objectively whilst looking at RD in comparison to many stamina users skills, this would not even be an issue.
So what, its undodgable, all the better to use on those irritating shuffle spammers who seem to manage to dodge every other attack, even though it leaves me open and vulnerable to all of those gap closers and uppercutsStop being crybabies because you cannot win every single time, this does not mean that one class needs breaking, it just means that you need to learn to lose more graciously and not try to get anything that might be a danger to you eradicated as a possible counter to your OP stamina sheep builds.
Wreuntzylla wrote: »Anti_Virus wrote: »Why do people keep saying there are no counters to RD? ALL classes have a counter available, crushing shock for magicka users and venom arrow for stam users.
All this complaining is a simple case of "I don't want to have to slot an ability I only use to stop RD, so just nerf RD"... I don't believe in adjusting mechanics just because a portion of the player base refuses to adapt
If something is to be changed, I would prefer seeing a stronger penalty for being interrupted rather than changing damage outputs of RD. This would encourage more people to slot interrupts and create higher risk for people using RD. Maybe an unbreakable CC????
No one wants a dmg nerf the dmg isn't the problem. Just make it dodgeable like it used to be and it will be all good.
Ah, a stamroller. I hear you sister, I stamroll also. If they would only make it dodgeable so I could once again get away from everything I would be so gratefuls...
Anti_Virus wrote: »Anti_Virus wrote: »As soon as the beam is applied on to you just bash the air. It bashes the beam off of you. This really is a L2P issue. If your upset because 4 templars hit you with radiant while you were retreating from a fight and you died, that is not an example of it overperforming.
Lol thats exactly how to counter it bash the air at the templar 40m away behind his zerg while you get incaped by NBs
And this is different to being smashed in the face by a giant sword whilst being stunned and unable to bash/block/roll how, exactly?
I bet 99% of the people who want to ruin RD are stamina, and probably only switched to stamina from magikca sorcerer after the stamina update, and are now upset because they realise that they may not be completely indestructible. If you actually stop for a moment, and think objectively whilst looking at RD in comparison to many stamina users skills, this would not even be an issue.
So what, its undodgable, all the better to use on those irritating shuffle spammers who seem to manage to dodge every other attack, even though it leaves me open and vulnerable to all of those gap closers and uppercutsStop being crybabies because you cannot win every single time, this does not mean that one class needs breaking, it just means that you need to learn to lose more graciously and not try to get anything that might be a danger to you eradicated as a possible counter to your OP stamina sheep builds.
Nah you RD spammers need to L2P. Instead of using other skills on a dodge roller you insist of mashing your face on the RD button over and over and had to complain to Zos to make to make your I win button undogable. Now you're defending it Lul.
Anti_Virus wrote: »
Anti_Virus wrote: »
Reactive/malubeth magplars are the worst and they can still do sooooo much damage even though none of their sets are magicka except willpower jewelry. I know heavy armor templar builds who when run low on mana just hold block while they recover mana and sustain like crazy.
1) Reduce distance to 15m
2) Remove the instant tic damage and make it function like an actual channeled ability. No way the instant tick should be 100%.
3) Reduce the execute range down to 25%
I think those 3 changes are fair to both PvE and PvP.