The real issue with anything templar is the fact that it can be buffed with fire damage buffs it's why radiant oppression etc ends up overpowered. There are too many damage bonuses able to be stacked most fire damage boosting items are made with the very weak dragon knight fire abilities in mind. Just no longer allow fire damage buffs to affect anything in the templar tree as its all strong enough on it's own anyway and all problems fixed.
Futhermore nothing should ever be nerfed in game over pvp the pvp system in this game is beyond broken and beyond crap due to their allowing all pve sets to be used you really want to fix things in eso.
1. You remove damage cap from pvp make sets that work as pvp only sets making only those reduce damage so players have to use special sets or get destroyed.
2. You make the sets increase health stamina and magika by 100% while reducing regens by 60%-80% this will force players to have to budget their moves to save on resources. It will also effectively double health keeping players from being instantly wrecked after a knock down fear stun etc changing the games dynamic. The strategy will no longer be knock people over then kill them before they can get up as it is right now.
3. You have to reduce healing done by 50%-75% because lets face it players healing back 100% health in a single heal is well stupid. You will also have to put damage shields on a cool down (the 6 seconds it lasts) while cutting the dodge chance by not allowing it to dodge more then one attack in a row this crap where people dodge five and six attacks with major evasion due to luck is bs ( needs to be 20% chance for a dodge and only dodge one attack then you must take a hit then 20% dodge chance again).
What is mentioned above is alot of work but it is really the only way to fix your problems ruining stuff in the game on a monthly basis over pvp especially your very bad pvp will be alot more work over time then actually fixing it the right way in the first place. Naturally my suggestions are not perfect they are a guideline to be used with the idea adjustments for a finely tuned system would be required.
Um, what? Templars have one class ability that deals fire damage. One. Only Sun Fire deals fire damage. Everything else in the Templar tree deals magic or physical damage (and only stamina morphs use physical damage), including Radiant Destruction and its morphs. Fire damage bonuses benefit Sun Fire, Blockade of Fire, and the Grothdarr helm. That's all of your fire damage for Magplars.The real issue with anything templar is the fact that it can be buffed with fire damage buffs it's why radiant oppression etc ends up overpowered. There are too many damage bonuses able to be stacked most fire damage boosting items are made with the very weak dragon knight fire abilities in mind. Just no longer allow fire damage buffs to affect anything in the templar tree as its all strong enough on it's own anyway and all problems fixed.
1. You remove damage cap from pvp make sets that work as pvp only sets making only those reduce damage so players have to use special sets or get destroyed.
2. You make the sets increase health stamina and magika by 100% while reducing regens by 60%-80% this will force players to have to budget their moves to save on resources. It will also effectively double health keeping players from being instantly wrecked after a knock down fear stun etc changing the games dynamic. The strategy will no longer be knock people over then kill them before they can get up as it is right now.
3. You have to reduce healing done by 50%-75% because lets face it players healing back 100% health in a single heal is well stupid. You will also have to put damage shields on a cool down (the 6 seconds it lasts) while cutting the dodge chance by not allowing it to dodge more then one attack in a row this crap where people dodge five and six attacks with major evasion due to luck is bs ( needs to be 20% chance for a dodge and only dodge one attack then you must take a hit then 20% dodge chance again).
What is mentioned above is alot of work but it is really the only way to fix your problems ruining stuff in the game on a monthly basis over pvp especially your very bad pvp will be alot more work over time then actually fixing it the right way in the first place. Naturally my suggestions are not perfect they are a guideline to be used with the idea adjustments for a finely tuned system would be required.
People spammed execute because it dealt as much damage as any other templar range dps ability to target with 100%. Don't know what is unclear here. Now execute is execute, not main dps ability in pvp.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
Oreyn_Bearclaw wrote: »Templars were basically using one skill from about 40% health and winning DPS Races. It needed to be brought in line to where it makes sense to use it a low health, but it is still part of the rotation. Templars are still doing just fine with DPS. I do not think it was too harsh, but I might have done it a little differently. Executes shouldnt scale at 50%. That is where I would have started.
Oreyn_Bearclaw wrote: »Templars were basically using one skill from about 40% health and winning DPS Races. It needed to be brought in line to where it makes sense to use it a low health, but it is still part of the rotation. Templars are still doing just fine with DPS. I do not think it was too harsh, but I might have done it a little differently. Executes shouldnt scale at 50%. That is where I would have started.
It was needed mostly because they put 8% additional direct dmg into the fire destro staff and the extra magicka from the 13 mage tree CP. It's still effective because it cuts through dodge, scales off low health over the course of the channel, and locks on the target allowing a ranged Templar to combo a kill using delayed dmg.
Because of the above, you still need to block/heal and los/purge to counter it.
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »Templars were basically using one skill from about 40% health and winning DPS Races. It needed to be brought in line to where it makes sense to use it a low health, but it is still part of the rotation. Templars are still doing just fine with DPS. I do not think it was too harsh, but I might have done it a little differently. Executes shouldnt scale at 50%. That is where I would have started.
It was needed mostly because they put 8% additional direct dmg into the fire destro staff and the extra magicka from the 13 mage tree CP. It's still effective because it cuts through dodge, scales off low health over the course of the channel, and locks on the target allowing a ranged Templar to combo a kill using delayed dmg.
Because of the above, you still need to block/heal and los/purge to counter it.
Well, most competitive templars run DW on their radiant bar. The CP issue is something different. We are always going to see nerfs on everything that is overperforming to combat power creep. Same reason you cant balance just with buffs. In PVE, Raid DPS has seen a huge increase this patch. It always does.
Ron_Burgundy_79 wrote: »
Ron_Burgundy_79 wrote: »
Id argue that the range was keeping the ability visible in open pvp. A melee Templar could still be close and if you were in execute range, you'd be dead without seeing the ability at all.
At least you saw the Templars spamming it to give you time to cast vigor, hold block and run to even the odds.
Isellskooma wrote: »No one asked for a damage nerf, just better counters.
Ron_Burgundy_79 wrote: »Ron_Burgundy_79 wrote: »
Id argue that the range was keeping the ability visible in open pvp. A melee Templar could still be close and if you were in execute range, you'd be dead without seeing the ability at all.
At least you saw the Templars spamming it to give you time to cast vigor, hold block and run to even the odds.
Animation cancelled reverse slice/executioner basically does the same thing. Don't get in execute range, and you won't have to worry about being executed.
People spammed execute because it dealt as much damage as any other templar range dps ability to target with 100%. Don't know what is unclear here. Now execute is execute, not main dps ability in pvp.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
People spammed execute because it dealt as much damage as any other templar range dps ability to target with 100%. Don't know what is unclear here. Now execute is execute, not main dps ability in pvp.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
You are blowing this way out of proportion, while it's true that radiant deals very high damage at low health,it's also true that the damage is negligible at 100%, radiant starts dealing heavy damage at around 30 %. players who used this at 100% are noobs.