Emmagoldman wrote: »Any reason why any execute should start at 50% health?
Nahhh get good.I'm still hitting 55k+ RD in trials the Nerf was fine and doesn't needed to be change.
Only thing templars need is Blazing spear back and there be fine.
Nelson_Rebel wrote: »Brutusmax1mus wrote: »Nelson_Rebel wrote: »THEDKEXPERIENCE wrote: »Enough with the 50% thing. This is the most misleading tooltip in the game. The scaling is awful until about 35% and it only truly becomes a great execute around 20%.
Other Myths Busted
- Radiant has an incorrect death recap. You did not die to a 25k beam. You had one hit point left and would have died to an unarmed punch. It just shows all of the damage you would have gotten if you somehow survived with only 1 hit point left. Which you wouldn't, because you can't.
- Radiant is no longer powerful due to the 21% nerf. So now you're getting hit for 20k instead of 25k. Not that it matters because you're dead anyway. See previous point.
- Radiant spammers only push one button. Nope. You have to empower it first. That's 2 buttons. Even 3 if you include a CC.
- Radiant would be fixed if you lowered the distance. Nope. Only if you also lowered heavy armor. I can beam you from 5 feet just as easily as I can from 30 yards. If I was in light armor that would not be a viable option.
- Radiant is unfair to roll dodgers. Nope. Radiant is the only thing keeping roll dodgers in line. It's the exact rock to their scissors.
- Radiant was nerfed due to PVP. Nope. It was nerfed because people were hitting 60 to 80k damage ticks on bosses in PVE.
- Sam Bradford is a good quarterback. Nope. He stinks.
Everything here I agree with. Besides 1 thing
the 50% was not the reason it got nerfed correct,
but it was part of the problem. And yes it did
hit hard. At 50% With full Impen gold Julianos gear5/1/1 light/medium/heavy. I was getting 4k ticks on me. That's a continuous execution tick from 40yards out
It was excessive. And even with the nerfs is still the best pvp and pve execute. That alone is proof to uphold the nerf
Shield up and laugh since you're in light dude wtf. Even with 4k ticks that takes 2 seconds to drain 1 shield... Which probably have you magicka back to cast another. Don't complain about things hitting you hard if you're in light armor...
My light attack executioner weaves would hit for more than that anyway.
That works now, like I said this was only in retrospect to the old Radiant destruction "dude"
And when I was wearing 5 light, and everything is golded out with full impen no, just no. Light attack executioner hits barely harder. And had to be close range. I can easily dodge roll it as well. RD can't be avoided as easily, and before your inevitable "interupt" comment comes in, please tell me what gap closer has a 40yard range. Go on I'll wait.
Tommy_The_Gun wrote: »Pff....
Un-nerf NB... xD
Btw. look at this:
http://elderscrollsonline.wiki.fextralife.com/Teleport+Strike
Teleport Strike has different effect on players and different effect on NPC / mobs (as far as I know there are only 2 - 3 skills in the whole game that have such feature)
That is weird. ZOS has proven us that it is possible to balance skills differently for PvP / PvE.
hmsdragonfly wrote: »
Emmagoldman wrote: »Any reason why any execute should start at 50% health?
Mate it didnt start at 50% you clearly have no idea how it worked? Get out of the thread. It only said that on the tooltip it didnt start proper executing till about 30-25%
Compare it to NB's Assassin's Blade... 25% health...Emmagoldman wrote: »Any reason why any execute should start at 50% health?
leepalmer95 wrote: »Emmagoldman wrote: »Any reason why any execute should start at 50% health?
Mate it didnt start at 50% you clearly have no idea how it worked? Get out of the thread. It only said that on the tooltip it didnt start proper executing till about 30-25%
But it does start at 50%, its base dmg starts increasing at 50% hp. Thats how it works.
Unlike other executes which are actually useless above their execute threshold such as impale. If someone isn't at 25% you wont hit for anything. If you do that with beam you'll still be hitting quite hard.
I'm not sure why it even starts scaling that high, someone at 50% hp isn't even close to low hp. Its dmg should completely ignorable until 25% but its not.
If someones spamming beam on you and your getting lowish hp, you panic and you knwo you need to deal with it.
If someone was spamming impale or endless fury on me when i was getting lowish then i'd laugh and ignore them, or dodge etc... Funny how balanced these two seem.
L2R 55k+ dude.Plus no one hitting 70k RD anymore 55k is far from bad when there some kids only hitting 25-30k.Nahhh get good.I'm still hitting 55k+ RD in trials the Nerf was fine and doesn't needed to be change.
Only thing templars need is Blazing spear back and there be fine.
The point of OP was that the dmg nurf was unnecessary in the first place. And you only hit 55k? lol you get good. That's pathetic.
Anyhow, the dmg nerf was unnecessary, but whatever, because it really has not changed the skill by a lot. Like mentioned by many, it should have been the range that was nerfed. Don't get me wrong, I love RD it is a fun skill for me. Because you know people who doesn't know how to counter it, because they just die to it. lol. RD has so many counter, I barely use it. I think I use dark flare more than RD (in PvP). It's the range that really makes this skill OP. If you have Propelling Shield (which I admit, I do), you can just stay on top of your wall keep 2 dark flare + 1 RD = dead enemy using a siege. lol
You're wrong, I was literally able to 1vX people spamming javelin and radiant destruction, my radiant destruction used to deal 9k DPS on a target with 80% health.
The damage is fine right now but in my opinion they should increase the damage way more and make it scale from 25% while reducing the range.
It's maybe not an issue for you but as a solo player it was annoying to get spammed by 6 different radiant destruction while getting stunned by shards and getting hit by 5 meteors.
Tommy_The_Gun wrote: »Compare it to NB's Assassin's Blade... 25% health...Emmagoldman wrote: »Any reason why any execute should start at 50% health?
You're wrong, I was literally able to 1vX people spamming javelin and radiant destruction, my radiant destruction used to deal 9k DPS on a target with 80% health.
The damage is fine right now but in my opinion they should increase the damage way more and make it scale from 25% while reducing the range.
SublimeSparo wrote: »Executioner and poison injection start executing at 50%
One leaves a lingering executing dot, that like beam is buffed (and therefore mitigated) by 2 cp stars, and once placed additional damage/ cc can be applied
The other can be weaved/ ani cancelled and has an aoe morph
leepalmer95 wrote: »SublimeSparo wrote: »Executioner and poison injection start executing at 50%
One leaves a lingering executing dot, that like beam is buffed (and therefore mitigated) by 2 cp stars, and once placed additional damage/ cc can be applied
The other can be weaved/ ani cancelled and has an aoe morph
One is a dot execute and isn't a true execute as even when people are below 25% it'll tick around 4k~ crits in pvp on squishy's. Can be reflected, dodge rolled and purged. Requires a bow
Executioner is melee ranged, requires a 2h, can be dodged. Doesn't double dip into dmg cp like beam, doesn't have a morph that just flat out increases its damage either.
Beam is undodgable, unreflectable, dips into dot cp as well, has a morph that just flat out increases its dmg by up to 20%, has a 40m range, scales at 50%.
Beam is much much more effective.
leepalmer95 wrote: »SublimeSparo wrote: »Executioner and poison injection start executing at 50%
One leaves a lingering executing dot, that like beam is buffed (and therefore mitigated) by 2 cp stars, and once placed additional damage/ cc can be applied
The other can be weaved/ ani cancelled and has an aoe morph
One is a dot execute and isn't a true execute as even when people are below 25% it'll tick around 4k~ crits in pvp on squishy's. Can be reflected, dodge rolled and purged. Requires a bow
Executioner is melee ranged, requires a 2h, can be dodged. Doesn't double dip into dmg cp like beam, doesn't have a morph that just flat out increases its damage either.
Beam is undodgable, unreflectable, dips into dot cp as well, has a morph that just flat out increases its dmg by up to 20%, has a 40m range, scales at 50%.
Beam is much much more effective.
Your quite skilled at listing Beam's advantages and leaving out its disadvantages. Glad you don't make this game. It'd be pretty one-sided.
leepalmer95 wrote: »leepalmer95 wrote: »SublimeSparo wrote: »Executioner and poison injection start executing at 50%
One leaves a lingering executing dot, that like beam is buffed (and therefore mitigated) by 2 cp stars, and once placed additional damage/ cc can be applied
The other can be weaved/ ani cancelled and has an aoe morph
One is a dot execute and isn't a true execute as even when people are below 25% it'll tick around 4k~ crits in pvp on squishy's. Can be reflected, dodge rolled and purged. Requires a bow
Executioner is melee ranged, requires a 2h, can be dodged. Doesn't double dip into dmg cp like beam, doesn't have a morph that just flat out increases its damage either.
Beam is undodgable, unreflectable, dips into dot cp as well, has a morph that just flat out increases its dmg by up to 20%, has a 40m range, scales at 50%.
Beam is much much more effective.
Your quite skilled at listing Beam's advantages and leaving out its disadvantages. Glad you don't make this game. It'd be pretty one-sided.
Alchuri v16 Templar Healer /dps
Glad you see fit to comment on a balance discussion thread about your only class.
I'm sure your not biased at all, glad you don't balance this game, otherwise templars would be even more easy mode.
Brutusmax1mus wrote: »Nelson_Rebel wrote: »Brutusmax1mus wrote: »Nelson_Rebel wrote: »THEDKEXPERIENCE wrote: »Enough with the 50% thing. This is the most misleading tooltip in the game. The scaling is awful until about 35% and it only truly becomes a great execute around 20%.
Other Myths Busted
- Radiant has an incorrect death recap. You did not die to a 25k beam. You had one hit point left and would have died to an unarmed punch. It just shows all of the damage you would have gotten if you somehow survived with only 1 hit point left. Which you wouldn't, because you can't.
- Radiant is no longer powerful due to the 21% nerf. So now you're getting hit for 20k instead of 25k. Not that it matters because you're dead anyway. See previous point.
- Radiant spammers only push one button. Nope. You have to empower it first. That's 2 buttons. Even 3 if you include a CC.
- Radiant would be fixed if you lowered the distance. Nope. Only if you also lowered heavy armor. I can beam you from 5 feet just as easily as I can from 30 yards. If I was in light armor that would not be a viable option.
- Radiant is unfair to roll dodgers. Nope. Radiant is the only thing keeping roll dodgers in line. It's the exact rock to their scissors.
- Radiant was nerfed due to PVP. Nope. It was nerfed because people were hitting 60 to 80k damage ticks on bosses in PVE.
- Sam Bradford is a good quarterback. Nope. He stinks.
Everything here I agree with. Besides 1 thing
the 50% was not the reason it got nerfed correct,
but it was part of the problem. And yes it did
hit hard. At 50% With full Impen gold Julianos gear5/1/1 light/medium/heavy. I was getting 4k ticks on me. That's a continuous execution tick from 40yards out
It was excessive. And even with the nerfs is still the best pvp and pve execute. That alone is proof to uphold the nerf
Shield up and laugh since you're in light dude wtf. Even with 4k ticks that takes 2 seconds to drain 1 shield... Which probably have you magicka back to cast another. Don't complain about things hitting you hard if you're in light armor...
My light attack executioner weaves would hit for more than that anyway.
That works now, like I said this was only in retrospect to the old Radiant destruction "dude"
And when I was wearing 5 light, and everything is golded out with full impen no, just no. Light attack executioner hits barely harder. And had to be close range. I can easily dodge roll it as well. RD can't be avoided as easily, and before your inevitable "interupt" comment comes in, please tell me what gap closer has a 40yard range. Go on I'll wait.
You're using destro right? Flame reach is 28 yards. If you're further than that you might as well streak backwards and break the channel....... Dude.
Joy_Division wrote: »
Let's not pretend sorcs shield stacking, DK talon spam, or NB clever alch + max damage are somehow "skillful" whereas templars are easy mode.