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Was Radiant Destruction nerf really needed?

  • Minno
    Minno
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    yes
    JinMori wrote: »
    Cinbri wrote: »
    Briuce wrote: »
    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
    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.

    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.

    They should let us have a passive execute like sorcs. Proc execute dmg on critical hits ;).
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Minno
    Minno
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    yes
    JinMori wrote: »
    Cinbri wrote: »
    Briuce wrote: »
    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
    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.

    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.

    The only time I use radiant at full health is when an opponent obviously drops a trap in a duel and won't move off of it. It never really hits hard, but it always gets them to leave their traps.

    Which is great! Because without a way to gain mobility, they gave us a ranged execute to help with situations like that.

    Unfortunately, times that by 30 people and you are dead. But 30 times 3k surprise attacks = 90k dmg. So in a zerg I'm dead anyway. Only way to deal with this is to deal with limiting how players group not nerf the range of any spell.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • WuffyCerulei
    WuffyCerulei
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    yes but it shouldn't have been that harsh
    It was too OP for an execute, but it didn't need the overall damage nerf. It should have either had the range be cut down, be dodgeable, or only do more damage at 30% health as to 50%.
    "Buzz Lightyear toy isle shot" Stormcalling/Animal Companions/Assassination PVP build hater

    Bring Back Pure Class Build Power
  • joshjda
    joshjda
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    Again no what radiant destruction needed was for players to be able to dodge and get out of the move not a damage nerf.
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