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Was Radiant Destruction nerf really needed?

Briuce
Briuce
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Pretty much as the title sums it up. Do you feel the nerf was needed? Was J Beam that much oppressive in PvP? Do you believe it made magicka templars DPS that much too effective in PvE? Personally I don't think so, but I'd like to know what everyone else thinks about it.
Edited by Briuce on February 8, 2017 11:54PM
Pc/EU (DC)
lvl 50 Redguard Stamplar
lvl 50 Breton Magplar
lvl 50 Redguard StamDK

Was Radiant Destruction nerf really needed? 208 votes

yes
54%
kewlGilvothSunraGreevircavakthestampedeToast_STSBirdovicWillhelmBlackAllPlayAndNoWorkUlfgardeFettkeewlthomas1970b16_ESOSimen.askeland89b16_ESOSodanTokDomanderguulSavos_SarenMalthorneStillianxarguideb17_ESO 114 votes
no
31%
Godspeedavelopolcakb14a_ESOMojmiritsfatbassLightspeedflashb14_ESOAstridGrim13kkravaritieb17_ESOBroddaShunraviGilGaladIdinuseFallewarriorAngelisaurJeremyspectre303StreegacalendorCîanaiMercer29 65 votes
yes but it shouldn't have been that harsh
13%
Joy_DivisionBloodlessDeadlyRecluseIllumoushedna123b14_ESOWuffyCeruleitechnohicJimboo84Tanis-StormbinderSorakaEdziuPreyfarADarklorewolfxspiceJonnoBlairy087NeoauspexChandraNalaarlardvaderMercTheMage 29 votes
  • Godspeed
    Godspeed
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    no
    I don't know but now crystal fragments hits harder anytime than RD does in execute range.
  • olsborg
    olsborg
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    yes
    Godspeed wrote: »
    I don't know but now crystal fragments hits harder anytime than RD does in execute range.

    Its because alot of magsorcs are running flamestaff (8% more dmg), slimecraw (8% more dmg), minor vulnerability (8% more dmg). Now even if you only add flamestaff (8%) thats a hefty dmg increase on CF thats up permanently.

    PC EU
    PvP only
  • Reverb
    Reverb
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    A nerf was needed, but not the one it got. What should've happened is for the execute bonus to be effective at 20 or 25% and below, instead of at 50%
    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
  • Briuce
    Briuce
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    no
    Reverb wrote: »
    A nerf was needed, but not the one it got. What should've happened is for the execute bonus to be effective at 20 or 25% and below, instead of at 50%

    So basically not as harsh?
    Pc/EU (DC)
    lvl 50 Redguard Stamplar
    lvl 50 Breton Magplar
    lvl 50 Redguard StamDK
  • Thelon
    Thelon
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    yes
    come on man
  • Drdeath20
    Drdeath20
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    yes but it shouldn't have been that harsh
    Templars are a mess
  • MalakithAlamahdi
    MalakithAlamahdi
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    no
    The range needed a nerf, not the damage. It's just a pain to be beamed by 4 people from 40m away. It's damage was never really that special in PvP.
  • Strider_Roshin
    Strider_Roshin
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    yes
    Does a bear crap in the woods?
  • Calboy
    Calboy
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    yes
    Yes. But what I will never understand is for a very long time zos has said it's fine then bang no its not and here's a huge nerf. Why not just incremental nerds over time till it sits about right?
  • lucky_Sage
    lucky_Sage
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    yes
    yes but they should have nerfed range was it wasn't affected by the AW passive to add more counterplay to it. an execute should never be used as a spam able ability but its strong enough to be used like that in pvp
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    magsorc

  • White wabbit
    White wabbit
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    no
    Range was always the issue for me if they had reduced that so I could Gap close it would have been a better nerf
  • KaiDynasty
    KaiDynasty
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    yes
    70k x tick, are you joking? it was OP, and nerf needed, pvp and pve sides
  • MercTheMage
    MercTheMage
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    yes but it shouldn't have been that harsh
    Honestly, no
    It didn't need a nerf, but it did need a change.
    They should've just adjusted the execution threshold down to 20/25%
    That was it's problem, not the damage. It should've never been from 50% in the first place, no other execute with that amount of base damage starts that high.
    Edited by MercTheMage on February 9, 2017 10:09AM
    You just going to stand there like a lemon?
  • ku5h
    ku5h
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    yes
    Only nerf needed was reducing range by half.
  • Cinbri
    Cinbri
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    yes
    Before change: Cast Radiant Oppression morph on target, then cast Vampire Bane on target = damage was same. Execute that deal same damage as ordinary dps skill to 100%hp target is hardly what i see as balanced execute.
  • DannyLV702
    DannyLV702
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    yes
    Needs more
  • Briuce
    Briuce
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    no
    Cinbri wrote: »
    Before change: Cast Radiant Oppression morph on target, then cast Vampire Bane on target = damage was same. Execute that deal same damage as ordinary dps skill to 100%hp target is hardly what i see as balanced execute.

    I'm not sure I get this... It needed to be nerfed, because it dealt as much damage as a regular ability? I mean the best spell templar supposedly has, could not be as good as a regular ability anyone can use? At least that's what I understood from your post...
    Pc/EU (DC)
    lvl 50 Redguard Stamplar
    lvl 50 Breton Magplar
    lvl 50 Redguard StamDK
  • timidobserver
    timidobserver
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    no
    I expected the nerf a long time ago and I am fine with it.

    That said, I don't think it needed a nerf in any way. That includes the range. If the range were nerfed it would be virtually impossible to kill stambuilds, sorcs, or any high mobility foe in PvP. I would only support the range nerf if our gap closer was changed to be more responsive.
    Edited by timidobserver on February 9, 2017 3:58PM
    V16 Uriel Stormblessed EP Magicka Templar(main)
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  • technohic
    technohic
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    yes but it shouldn't have been that harsh
    It needed something. I don't know if "not as harsh" but different. Shorter range and lower execute health percent.
  • EnOeZ
    EnOeZ
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    yes
    Yes it was necessary, many threads explaining why, too sad it took soooooooooooooooooooooooooooo long!
  • Jeremy
    Jeremy
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    no
    Briuce wrote: »
    Pretty much as the title sums it up. Do you feel the nerf was needed? Was J Beam that much oppressive in PvP? Do you believe it made magicka templars DPS that much too effective in PvE? Personally I don't think so, but I'd like to know what everyone else thinks about it.

    I don't think so.

    Its damage was good when the enemy was low on life - but that was about it. I never considered it over-powered in the least.

    It was probably nerfed because of PvP complaints and multiple characters teaming up and shooting beams at the same target . In which case I doubt this nerf is going to help those players any.

    So basically PvE players suffer yet another undeserved nerf for the sake of PvP that will solve nothing.
  • KundaliniHero
    KundaliniHero
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    no
    An adjustment was needed but not in the matter they approached it - they should have modified the range to try and mitigate the number of skilless as*hats who sit behind zergs spamming it. This way it does not unfairly affect PVE's players who have to suffer the consequences of the other as*hats who do more whining than actual playing.
  • DeadlyRecluse
    DeadlyRecluse
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    yes but it shouldn't have been that harsh
    Should have been a range nerf (and maybe bring the damage down just a hair on the top-end of execute range).
    Thrice Empress, Forever Scrub
  • Cinbri
    Cinbri
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    yes
    Briuce wrote: »
    Cinbri wrote: »
    Before change: Cast Radiant Oppression morph on target, then cast Vampire Bane on target = damage was same. Execute that deal same damage as ordinary dps skill to 100%hp target is hardly what i see as balanced execute.

    I'm not sure I get this... It needed to be nerfed, because it dealt as much damage as a regular ability? I mean the best spell templar supposedly has, could not be as good as a regular ability anyone can use? At least that's what I understood from your post...

    You implying execute should hit 100%hp target same hard as typical dps ability.. Execute must be execute, not main dps ability. Now in execute phase it doing it's job and still hit hard, unlike spamming it on 100% hp target. Stop count on overperfoming skills.
    Range nerf wouldnt change anything beside killing this ability for those who small-scaling instead of stand beside zerg and spam it.
    Edited by Cinbri on February 9, 2017 9:11PM
  • jpeter88
    jpeter88
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    yes
    no skill should be hitting for 70k in pve.......it was the best thing in the patch notes imo
    561 Dark elf mDK
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    561 imperial stam dk tank
    561 imperial stam temp
  • Zinaroth
    Zinaroth
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    no
    Jeremy wrote: »
    Briuce wrote: »
    Pretty much as the title sums it up. Do you feel the nerf was needed? Was J Beam that much oppressive in PvP? Do you believe it made magicka templars DPS that much too effective in PvE? Personally I don't think so, but I'd like to know what everyone else thinks about it.

    I don't think so.

    Its damage was good when the enemy was low on life - but that was about it. I never considered it over-powered in the least.

    It was probably nerfed because of PvP complaints and multiple characters teaming up and shooting beams at the same target . In which case I doubt this nerf is going to help those players any.

    So basically PvE players suffer yet another undeserved nerf for the sake of PvP that will solve nothing.

    This.
  • Johngo0036
    Johngo0036
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    yes
    Yes but not in the way they nerfed it.
    PC EU Megaserver
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  • MalakithAlamahdi
    MalakithAlamahdi
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    no
    Cinbri wrote: »
    Briuce wrote: »
    Cinbri wrote: »
    Before change: Cast Radiant Oppression morph on target, then cast Vampire Bane on target = damage was same. Execute that deal same damage as ordinary dps skill to 100%hp target is hardly what i see as balanced execute.

    I'm not sure I get this... It needed to be nerfed, because it dealt as much damage as a regular ability? I mean the best spell templar supposedly has, could not be as good as a regular ability anyone can use? At least that's what I understood from your post...

    You implying execute should hit 100%hp target same hard as typical dps ability.. Execute must be execute, not main dps ability. Now in execute phase it doing it's job and still hit hard, unlike spamming it on 100% hp target. Stop count on overperfoming skills.
    Range nerf wouldnt change anything beside killing this ability for those who small-scaling instead of stand beside zerg and spam it.

    No-one that even knew slighty what they're doing used it as a main dps skill. It hits like a wet noodle above 30% hp.
  • Briuce
    Briuce
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    no
    Cinbri wrote: »
    Briuce wrote: »
    Cinbri wrote: »
    Before change: Cast Radiant Oppression morph on target, then cast Vampire Bane on target = damage was same. Execute that deal same damage as ordinary dps skill to 100%hp target is hardly what i see as balanced execute.

    I'm not sure I get this... It needed to be nerfed, because it dealt as much damage as a regular ability? I mean the best spell templar supposedly has, could not be as good as a regular ability anyone can use? At least that's what I understood from your post...

    You implying execute should hit 100%hp target same hard as typical dps ability.. Execute must be execute, not main dps ability. Now in execute phase it doing it's job and still hit hard, unlike spamming it on 100% hp target. Stop count on overperfoming skills.
    Range nerf wouldnt change anything beside killing this ability for those who small-scaling instead of stand beside zerg and spam it.

    I still struggle to understand your point... Bad players spammed a skill that did mediocre damage above its execute threshold, so it was overperforming and I'm a bad player for making a thread about its nerf where i ask for the community opinions?

    By the way, I have never mentioned how hard should radiant destruction hit, that was all you making comparisons with Vampire Bane
    Edited by Briuce on February 11, 2017 4:09AM
    Pc/EU (DC)
    lvl 50 Redguard Stamplar
    lvl 50 Breton Magplar
    lvl 50 Redguard StamDK
  • Dexter411
    Dexter411
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    no
    The two main balance changes of this patch were missunderstood by devs( at least for me, RO and proc sets).
    RO needed a execute range nerf and range nerf.
    Proc sets still need a global cooldown.
    It was mentioned so many times i can not believe what they did...
    Proc sets are still broken because the main reason they were broken were and still is stacking those suckers.
    I only got feeling that they don't care or they don't know what they are doing at balance team.
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