Maintenance for the week of September 29:
• PC/Mac: NA and EU megaservers for patch maintenance – September 29, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – October 1, 8:00 UTC (4:00AM EDT) - 16:00 UTC (12:00PM EDT)
• PlayStation®: NA and EU megaservers for patch maintenance – October 1, 8:00 UTC (4:00AM EDT) - 16:00 UTC (12:00PM EDT)

Dizzying Swing should not have changed

techprince
techprince
✭✭✭✭✭
Didnt devs say they dont want all in one skill like this and Destructive Reach when it had stun? Why did they give a stun AND a snare on top of it contradicting what they said earlier?
  • Vermethys
    Vermethys
    ✭✭✭✭
    Dizzying stuns enemies like once every 15 seconds and the snare is not overpowered. I'm not the biggest fan of the ability and I think it's overused, but it's fine the way it is.
    PC EU CP1400+
    In-game Username: Vermilion98

    Characters & Builds
    Edith Geonette [DC Imperial Sorcerer] (AR28)
    Gorgo Aendovius [AD Imperial Dragonknight] (AR28)

    My Builds:
  • Freakin_Hytte
    Freakin_Hytte
    ✭✭✭✭✭
    They should just revert it back to before elsweyr. They have to know how much they've failed trying to balance the weapon skill lines and these are just desperate attempts to fix a problem which wasn't a problem to begin with.
    When you have 4 different weapons and 1 is soooo much better than the other 3, that 1 weapon basically becomes a must to use on frontbar.
    That's why people use dizzy atm, there is no good spammable that's on par with dizzy or jabs and the other skill lines don't even come close to what you get with 2h.

    I would like them roll back on all the major changes on the weapon skill lines back to how it was and start to tweak the skills so they don't over perform, instead of buffing them to the high heaven or throwing it in the bin.
    Edited by Freakin_Hytte on 6 March 2020 15:14
  • MentalxHammer
    MentalxHammer
    ✭✭✭✭✭
    This arbitrary change received a massive pushback from the player base testing on the pts. Despite the continued feedback and dozens of threads throughout the 4 week period, ZOS felt it was necessary to go through with it.

    There are dozens of reasons why this change shouldn't have gone through, it ruins playstyles, gives terrible value in 1v1 environments and way too much value in 1vx environments.
  • TimeDazzler
    TimeDazzler
    ✭✭✭✭✭
    This arbitrary change received a massive pushback from the player base testing on the pts. Despite the continued feedback and dozens of threads throughout the 4 week period, ZOS felt it was necessary to go through with it.

    There are dozens of reasons why this change shouldn't have gone through, it ruins playstyles, gives terrible value in 1v1 environments and way too much value in 1vx environments.

    Yes a single target stun that has a 15 second cooldown is too good for 1vX, meanwhile stuns like turn evil are unblockable and stun multiple people. If you don’t know a damn thing about 1vX don’t comment about it.
    PC NA
    Characters:
    Aldmeri Dominion Champion - Stamina Warden - AD
    Tımë Ðâzzłër - Magicka Nightblade - AD
    Ðazzler - Stamina Arcanist - AD
    Sugar Deady - Magicka Necromancer - AD
    Sprint v X - Stamina Sorcerer - EP
    Tımë Ðâzzlër Ðk - Stamina Dragonknight - EP
    Tımë Ðâzzłêr - Stamina Templar - DC
    Time Dazzler - Magicka Warden - DC
  • MentalxHammer
    MentalxHammer
    ✭✭✭✭✭
    Cries wrote: »
    This arbitrary change received a massive pushback from the player base testing on the pts. Despite the continued feedback and dozens of threads throughout the 4 week period, ZOS felt it was necessary to go through with it.

    There are dozens of reasons why this change shouldn't have gone through, it ruins playstyles, gives terrible value in 1v1 environments and way too much value in 1vx environments.

    Yes a single target stun that has a 15 second cooldown is too good for 1vX, meanwhile stuns like turn evil are unblockable and stun multiple people. If you don’t know a damn thing about 1vX don’t comment about it.

    [Snip]

    To be clear I dont like the change and consider it a nerf... I never said the skill was, "too good" I simply pointed out the polarized value that the skill gives situationally. In 1v1 it gives little value and stuns every 22 seconds (not 15 like you said), against multiple targets it provides high value, the one skill lets you off balance debuff, stun and snare a target, literally no spammable in the game gives you this much value.

    But alas, you are evidently incapable of any level of critical thinking. Yawn, go watch your soaps if you want drama. Also, I've been a solo pk in mmo's for 17 years, you're talking to the wrong guy XD

    [Edited for baiting]
    Edited by ZOS_Volpe on 11 March 2020 16:19
  • TimeDazzler
    TimeDazzler
    ✭✭✭✭✭
    Cries wrote: »
    This arbitrary change received a massive pushback from the player base testing on the pts. Despite the continued feedback and dozens of threads throughout the 4 week period, ZOS felt it was necessary to go through with it.

    There are dozens of reasons why this change shouldn't have gone through, it ruins playstyles, gives terrible value in 1v1 environments and way too much value in 1vx environments.

    Yes a single target stun that has a 15 second cooldown is too good for 1vX, meanwhile stuns like turn evil are unblockable and stun multiple people. If you don’t know a damn thing about 1vX don’t comment about it.

    [Snip]

    To be clear I dont like the change and consider it a nerf... I never said the skill was, "too good" I simply pointed out the polarized value that the skill gives situationally. In 1v1 it gives little value and stuns every 22 seconds (not 15 like you said), against multiple targets it provides high value, the one skill lets you off balance debuff, stun and snare a target, literally no spammable in the game gives you this much value.

    But alas, you are evidently incapable of any level of critical thinking. Yawn, go watch your soaps if you want drama. Also, I've been a solo pk in mmo's for 17 years, your talking to the wrong guy XD
    [Edited for baiting]

    Again, you don't know what you're talking about. Dizzy has had previous iterations from previous patches where it was much better for 1vX than what it is on live. Additionally, like I said there is an AoE fear skill that is way better for 1vX, not to mention other skills like reverb bash. Apparently 15+ second cooldown on a single target stun is too polarizing when fighting outnumbered LMAO. Also if you have been 1vXing for as long as you say I would know you in-game, but I don't and neither do any of the other small scalers. [Snip] I don't hate you, but I don't like it when people comment on matters they know nothing of.

    [Edited for removed content]
    Edited by ZOS_Volpe on 11 March 2020 16:20
    PC NA
    Characters:
    Aldmeri Dominion Champion - Stamina Warden - AD
    Tımë Ðâzzłër - Magicka Nightblade - AD
    Ðazzler - Stamina Arcanist - AD
    Sugar Deady - Magicka Necromancer - AD
    Sprint v X - Stamina Sorcerer - EP
    Tımë Ðâzzlër Ðk - Stamina Dragonknight - EP
    Tımë Ðâzzłêr - Stamina Templar - DC
    Time Dazzler - Magicka Warden - DC
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    I actually feel it's in a good spot. Other melee spammable need to be about this damage and utility. Even the instant ones, or at least close. And magicka melee should be acknowledged and supported as well. Hate how they keep doing these weird range spammable.
  • Kalixte
    Kalixte
    ✭✭✭
    "Don't wish it were easier, wish you were better."
    Chief, Animal Crossing.
    PC/EU server
  • MentalxHammer
    MentalxHammer
    ✭✭✭✭✭
    Cries wrote: »
    Cries wrote: »
    This arbitrary change received a massive pushback from the player base testing on the pts. Despite the continued feedback and dozens of threads throughout the 4 week period, ZOS felt it was necessary to go through with it.

    There are dozens of reasons why this change shouldn't have gone through, it ruins playstyles, gives terrible value in 1v1 environments and way too much value in 1vx environments.

    Yes a single target stun that has a 15 second cooldown is too good for 1vX, meanwhile stuns like turn evil are unblockable and stun multiple people. If you don’t know a damn thing about 1vX don’t comment about it.

    Lol okay buddy thanks for the comment, good way to make yourself look like a child on the internet.

    To be clear I dont like the change and consider it a nerf... I never said the skill was, "too good" I simply pointed out the polarized value that the skill gives situationally. In 1v1 it gives little value and stuns every 22 seconds (not 15 like you said), against multiple targets it provides high value, the one skill lets you off balance debuff, stun and snare a target, literally no spammable in the game gives you this much value.

    But alas, you are evidently incapable of any level of critical thinking. Yawn, go watch your soaps if you want drama. Also, I've been a solo pk in mmo's for 17 years, your talking to the wrong guy XD
    [Edited for baiting]

    Again, you don't know what you're talking about. Dizzy has had previous iterations from previous patches where it was much better for 1vX than what it is on live. Additionally, like I said there is an AoE fear skill that is way better for 1vX, not to mention other skills like reverb bash. Apparently 15+ second cooldown on a single target stun is too polarizing when fighting outnumbered LMAO. Also if you have been 1vXing for as long as you say I would know you in-game, but I don't and neither do any of the other small scalers. [Snip] I don't hate you, but I don't like it when people comment on matters they know nothing of.
    [Edited for removed content]

    What's really funny is that I never disagreed with you, I just pointed out that you completely misconstrued my post and decided to attack me for no reason; and now you've missed my point again and are choosing to continue a self perpetuated arguement, just lol.

    [Snip]

    [Edited for removed content]
    Edited by ZOS_Volpe on 11 March 2020 16:21
  • Davadin
    Davadin
    ✭✭✭✭✭
    Vermethys wrote: »
    Dizzying stuns enemies like once every 15 seconds and the snare is not overpowered. I'm not the biggest fan of the ability and I think it's overused, but it's fine the way it is.

    how did u get 15 sec?

    stun immunity?

    can DK use Fossilize to stun again under 15 sec?
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • ZarkingFrued
    ZarkingFrued
    ✭✭✭✭✭
    Nope it shouldn't have ever had the stun taken away. There is a high enough risk with it to compensate for the stun.
    Edited by ZarkingFrued on 9 March 2020 14:55
  • Davadin
    Davadin
    ✭✭✭✭✭
    Cries wrote: »
    This arbitrary change received a massive pushback from the player base testing on the pts. Despite the continued feedback and dozens of threads throughout the 4 week period, ZOS felt it was necessary to go through with it.

    There are dozens of reasons why this change shouldn't have gone through, it ruins playstyles, gives terrible value in 1v1 environments and way too much value in 1vx environments.

    Yes a single target stun that has a 15 second cooldown is too good for 1vX, meanwhile stuns like turn evil are unblockable and stun multiple people. If you don’t know a damn thing about 1vX don’t comment about it.

    [Snip]

    To be clear I dont like the change and consider it a nerf... I never said the skill was, "too good" I simply pointed out the polarized value that the skill gives situationally. In 1v1 it gives little value and stuns every 22 seconds (not 15 like you said), against multiple targets it provides high value, the one skill lets you off balance debuff, stun and snare a target, literally no spammable in the game gives you this much value.

    But alas, you are evidently incapable of any level of critical thinking. Yawn, go watch your soaps if you want drama. Also, I've been a solo pk in mmo's for 17 years, you're talking to the wrong guy XD
    [Edited for baiting]

    22 sec??
    Edited by ZOS_Volpe on 11 March 2020 16:24
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • MentalxHammer
    MentalxHammer
    ✭✭✭✭✭
    Davadin wrote: »
    Cries wrote: »
    This arbitrary change received a massive pushback from the player base testing on the pts. Despite the continued feedback and dozens of threads throughout the 4 week period, ZOS felt it was necessary to go through with it.

    There are dozens of reasons why this change shouldn't have gone through, it ruins playstyles, gives terrible value in 1v1 environments and way too much value in 1vx environments.

    Yes a single target stun that has a 15 second cooldown is too good for 1vX, meanwhile stuns like turn evil are unblockable and stun multiple people. If you don’t know a damn thing about 1vX don’t comment about it.

    [Snip]

    To be clear I dont like the change and consider it a nerf... I never said the skill was, "too good" I simply pointed out the polarized value that the skill gives situationally. In 1v1 it gives little value and stuns every 22 seconds (not 15 like you said), against multiple targets it provides high value, the one skill lets you off balance debuff, stun and snare a target, literally no spammable in the game gives you this much value.

    But alas, you are evidently incapable of any level of critical thinking. Yawn, go watch your soaps if you want drama. Also, I've been a solo pk in mmo's for 17 years, you're talking to the wrong guy XD
    [Edited for baiting]

    22 sec??

    7 sec off balance window to stun, 15 sec off balance cooldown.
    Edited by ZOS_Volpe on 11 March 2020 16:24
  • MentalxHammer
    MentalxHammer
    ✭✭✭✭✭
    Davadin wrote: »
    Vermethys wrote: »
    Dizzying stuns enemies like once every 15 seconds and the snare is not overpowered. I'm not the biggest fan of the ability and I think it's overused, but it's fine the way it is.

    how did u get 15 sec?

    stun immunity?

    can DK use Fossilize to stun again under 15 sec?

    Yes, the target can be stunned with alternate methods during the 15 sec off balance cooldown, as long as it is not within the 7 second cc immunity subsequent to the initial stun.
  • del9
    del9
    ✭✭✭✭
    Davadin wrote: »
    Vermethys wrote: »
    Dizzying stuns enemies like once every 15 seconds and the snare is not overpowered. I'm not the biggest fan of the ability and I think it's overused, but it's fine the way it is.

    how did u get 15 sec?

    stun immunity?

    can DK use Fossilize to stun again under 15 sec?

    DK can use fossilize on CC immunity cooldown. So 6 seconds per target.


    But OP is correct. Dizzy should’ve never been changed. Revert it back to 2018 Dizzy. Longer cast time, more damage, always knocks back.
    PCNA

  • Mayrael
    Mayrael
    ✭✭✭✭✭
    ✭✭✭✭✭
    del9 wrote: »
    Davadin wrote: »
    Vermethys wrote: »
    Dizzying stuns enemies like once every 15 seconds and the snare is not overpowered. I'm not the biggest fan of the ability and I think it's overused, but it's fine the way it is.

    how did u get 15 sec?

    stun immunity?

    can DK use Fossilize to stun again under 15 sec?

    DK can use fossilize on CC immunity cooldown. So 6 seconds per target.


    But OP is correct. Dizzy should’ve never been changed. Revert it back to 2018 Dizzy. Longer cast time, more damage, always knocks back.

    No konockback on dizzy. You can have stun, but not konockback, it's a messy unbreakable cheese.
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • Raudgrani
    Raudgrani
    ✭✭✭✭✭
    Just wished the Dizzy meta came to an end. Maybe not by "nerfing" it considerably, but by buffing other spammables. I wish like necro Scythe could be comparable to templar jabs. It's a bit limiting when you more or less lack a powerful offensive ability as a stambuild, if you are not a templar or use Dizzy Swing. Sure we have like Subassault, Blastbones, Haunting Curse and such, but they are not really comparable to Dizzy Swing.
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    Raudgrani wrote: »
    Just wished the Dizzy meta came to an end. Maybe not by "nerfing" it considerably, but by buffing other spammables. I wish like necro Scythe could be comparable to templar jabs. It's a bit limiting when you more or less lack a powerful offensive ability as a stambuild, if you are not a templar or use Dizzy Swing. Sure we have like Subassault, Blastbones, Haunting Curse and such, but they are not really comparable to Dizzy Swing.

    They nerfed NB spammable too much, decided scythe was going to be a tank spammable rather than damage while giving it skulls as a ranged spammable, made wardens a ranged spammable with birds, gave DK poop fist with melee AOE now to then be a ranged not so spammable. All which sucks as no classes other than sorc really have a compliment to ranged playstyles. That's really what it comes down to and why you see dizzy.

    Really need melee spammable to be brought up so we have effective pressure again rather than burst combos or nothing
  • Raudgrani
    Raudgrani
    ✭✭✭✭✭
    technohic wrote: »
    Raudgrani wrote: »
    Just wished the Dizzy meta came to an end. Maybe not by "nerfing" it considerably, but by buffing other spammables. I wish like necro Scythe could be comparable to templar jabs. It's a bit limiting when you more or less lack a powerful offensive ability as a stambuild, if you are not a templar or use Dizzy Swing. Sure we have like Subassault, Blastbones, Haunting Curse and such, but they are not really comparable to Dizzy Swing.

    They nerfed NB spammable too much, decided scythe was going to be a tank spammable rather than damage while giving it skulls as a ranged spammable, made wardens a ranged spammable with birds, gave DK poop fist with melee AOE now to then be a ranged not so spammable. All which sucks as no classes other than sorc really have a compliment to ranged playstyles. That's really what it comes down to and why you see dizzy.

    Really need melee spammable to be brought up so we have effective pressure again rather than burst combos or nothing

    Yes. I don't play much magicka these days, but I can't remember destro staff having any spammable that strong either. I guess that's what compares best with 2H. Damage is honestly pretty silly from Dizzy Swing. It's strange reasoning, that a weapon skill line ability should outshine like every other ability in the game, makes 2H more or less a "must have" not only for Momentum, but for reliable damage spikes. Sure you can dance around on doing damage in other ways as well, but it seems like they want it to essentially boil down to who spams Dizzy Swing the best.
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    Raudgrani wrote: »
    technohic wrote: »
    Raudgrani wrote: »
    Just wished the Dizzy meta came to an end. Maybe not by "nerfing" it considerably, but by buffing other spammables. I wish like necro Scythe could be comparable to templar jabs. It's a bit limiting when you more or less lack a powerful offensive ability as a stambuild, if you are not a templar or use Dizzy Swing. Sure we have like Subassault, Blastbones, Haunting Curse and such, but they are not really comparable to Dizzy Swing.

    They nerfed NB spammable too much, decided scythe was going to be a tank spammable rather than damage while giving it skulls as a ranged spammable, made wardens a ranged spammable with birds, gave DK poop fist with melee AOE now to then be a ranged not so spammable. All which sucks as no classes other than sorc really have a compliment to ranged playstyles. That's really what it comes down to and why you see dizzy.

    Really need melee spammable to be brought up so we have effective pressure again rather than burst combos or nothing

    Yes. I don't play much magicka these days, but I can't remember destro staff having any spammable that strong either. I guess that's what compares best with 2H. Damage is honestly pretty silly from Dizzy Swing. It's strange reasoning, that a weapon skill line ability should outshine like every other ability in the game, makes 2H more or less a "must have" not only for Momentum, but for reliable damage spikes. Sure you can dance around on doing damage in other ways as well, but it seems like they want it to essentially boil down to who spams Dizzy Swing the best.

    Destro has force pulse which is ok for ranged. Melee should be better so I see no issues with Dizzy especially when snipe has ranged and hits hard. . Again; they need to make other melee spammable that are comparable.
  • Raudgrani
    Raudgrani
    ✭✭✭✭✭
    technohic wrote: »
    Raudgrani wrote: »
    technohic wrote: »
    Raudgrani wrote: »
    Just wished the Dizzy meta came to an end. Maybe not by "nerfing" it considerably, but by buffing other spammables. I wish like necro Scythe could be comparable to templar jabs. It's a bit limiting when you more or less lack a powerful offensive ability as a stambuild, if you are not a templar or use Dizzy Swing. Sure we have like Subassault, Blastbones, Haunting Curse and such, but they are not really comparable to Dizzy Swing.

    They nerfed NB spammable too much, decided scythe was going to be a tank spammable rather than damage while giving it skulls as a ranged spammable, made wardens a ranged spammable with birds, gave DK poop fist with melee AOE now to then be a ranged not so spammable. All which sucks as no classes other than sorc really have a compliment to ranged playstyles. That's really what it comes down to and why you see dizzy.

    Really need melee spammable to be brought up so we have effective pressure again rather than burst combos or nothing

    Yes. I don't play much magicka these days, but I can't remember destro staff having any spammable that strong either. I guess that's what compares best with 2H. Damage is honestly pretty silly from Dizzy Swing. It's strange reasoning, that a weapon skill line ability should outshine like every other ability in the game, makes 2H more or less a "must have" not only for Momentum, but for reliable damage spikes. Sure you can dance around on doing damage in other ways as well, but it seems like they want it to essentially boil down to who spams Dizzy Swing the best.

    Destro has force pulse which is ok for ranged. Melee should be better so I see no issues with Dizzy especially when snipe has ranged and hits hard. . Again; they need to make other melee spammable that are comparable.

    Yeah I don't look so much for a nerf, as I do look for an alternative to Dizzy Swing. It feels bad that it's a "must-have" for stamina, basically unless you are templar - or run some very special purpose build.
  • Lole
    Lole
    ✭✭✭
    technohic wrote: »
    Raudgrani wrote: »
    technohic wrote: »
    Raudgrani wrote: »
    Just wished the Dizzy meta came to an end. Maybe not by "nerfing" it considerably, but by buffing other spammables. I wish like necro Scythe could be comparable to templar jabs. It's a bit limiting when you more or less lack a powerful offensive ability as a stambuild, if you are not a templar or use Dizzy Swing. Sure we have like Subassault, Blastbones, Haunting Curse and such, but they are not really comparable to Dizzy Swing.

    They nerfed NB spammable too much, decided scythe was going to be a tank spammable rather than damage while giving it skulls as a ranged spammable, made wardens a ranged spammable with birds, gave DK poop fist with melee AOE now to then be a ranged not so spammable. All which sucks as no classes other than sorc really have a compliment to ranged playstyles. That's really what it comes down to and why you see dizzy.

    Really need melee spammable to be brought up so we have effective pressure again rather than burst combos or nothing

    Yes. I don't play much magicka these days, but I can't remember destro staff having any spammable that strong either. I guess that's what compares best with 2H. Damage is honestly pretty silly from Dizzy Swing. It's strange reasoning, that a weapon skill line ability should outshine like every other ability in the game, makes 2H more or less a "must have" not only for Momentum, but for reliable damage spikes. Sure you can dance around on doing damage in other ways as well, but it seems like they want it to essentially boil down to who spams Dizzy Swing the best.

    Destro has force pulse which is ok for ranged. Melee should be better so I see no issues with Dizzy especially when snipe has ranged and hits hard. . Again; they need to make other melee spammable that are comparable.

    You gotta be kidding lmao... force pulse is okay ? The pressure you can bring up with force pulse is Basicly 0 against any player that has the slightest bit of decent idea what he is doing... when you compare force pulse to dizzy it’s pretty much clear wich spammable is much better. Let’s not mention what crappy skill the skulls for example are.

    Dizzy is massively overloaded atm and it should lose all cc parts of it... I mean honestly wtf a spammable that gives off balance stun and snare ? How the heck is that the slightest bit of balanced ? I would like my skulls to have exactly the same bonuses on it, then you can keep it...

    The range vs melee argument is completely irrelevant in eso, kiting is barely possible cuz people can spam gapclosers...and thoose gapclosers do also dmg, which is allrdy a designfail...

    There is a reason why most meleestam builds outperform their magicka counterpart.... exception is ofc Templar, and you know why ? Jabs are massively overtuned and they have a cc on their gapcloser, another designfail... nerf dmg of jabs to the dmg of other magicka spammables and take away the cc from the charge and you will see magplar will be as trashy as other magicka builds

    Also don’t forget that magblade and Magcro actually have to go into meleerange to do their viable combos, so they kinda accept that people stick on them 24/7 anyways. So they should also have the Same dmg on their spammables as every melee
  • BaiterOfZergs
    BaiterOfZergs
    ✭✭✭✭✭
    I’m noticing this update that this skill is kinda broken as in it desyncs you a lot and you can get hit by it when you shouldn’t be able to.
    Zerg of House Smallscale, First of his name, wielder of Volendrung, battleground hero, Cyrodiil butcher, the swifft footed, OG of the Templars and first pvpers, defender of scrolls and baiter of zergs.
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    Lole wrote: »
    technohic wrote: »
    Raudgrani wrote: »
    technohic wrote: »
    Raudgrani wrote: »
    Just wished the Dizzy meta came to an end. Maybe not by "nerfing" it considerably, but by buffing other spammables. I wish like necro Scythe could be comparable to templar jabs. It's a bit limiting when you more or less lack a powerful offensive ability as a stambuild, if you are not a templar or use Dizzy Swing. Sure we have like Subassault, Blastbones, Haunting Curse and such, but they are not really comparable to Dizzy Swing.

    They nerfed NB spammable too much, decided scythe was going to be a tank spammable rather than damage while giving it skulls as a ranged spammable, made wardens a ranged spammable with birds, gave DK poop fist with melee AOE now to then be a ranged not so spammable. All which sucks as no classes other than sorc really have a compliment to ranged playstyles. That's really what it comes down to and why you see dizzy.

    Really need melee spammable to be brought up so we have effective pressure again rather than burst combos or nothing

    Yes. I don't play much magicka these days, but I can't remember destro staff having any spammable that strong either. I guess that's what compares best with 2H. Damage is honestly pretty silly from Dizzy Swing. It's strange reasoning, that a weapon skill line ability should outshine like every other ability in the game, makes 2H more or less a "must have" not only for Momentum, but for reliable damage spikes. Sure you can dance around on doing damage in other ways as well, but it seems like they want it to essentially boil down to who spams Dizzy Swing the best.

    Destro has force pulse which is ok for ranged. Melee should be better so I see no issues with Dizzy especially when snipe has ranged and hits hard. . Again; they need to make other melee spammable that are comparable.

    You gotta be kidding lmao... force pulse is okay ? The pressure you can bring up with force pulse is Basicly 0 against any player that has the slightest bit of decent idea what he is doing... when you compare force pulse to dizzy it’s pretty much clear wich spammable is much better. Let’s not mention what crappy skill the skulls for example are.

    Dizzy is massively overloaded atm and it should lose all cc parts of it... I mean honestly wtf a spammable that gives off balance stun and snare ? How the heck is that the slightest bit of balanced ? I would like my skulls to have exactly the same bonuses on it, then you can keep it...

    The range vs melee argument is completely irrelevant in eso, kiting is barely possible cuz people can spam gapclosers...and thoose gapclosers do also dmg, which is allrdy a designfail...

    There is a reason why most meleestam builds outperform their magicka counterpart.... exception is ofc Templar, and you know why ? Jabs are massively overtuned and they have a cc on their gapcloser, another designfail... nerf dmg of jabs to the dmg of other magicka spammables and take away the cc from the charge and you will see magplar will be as trashy as other magicka builds

    Also don’t forget that magblade and Magcro actually have to go into meleerange to do their viable combos, so they kinda accept that people stick on them 24/7 anyways. So they should also have the Same dmg on their spammables as every melee

    Using my templars as their jabs and sweeps tooltips are pretty close. On infused bars on my magplar builds, force pulse is 13284 with a firestaff. Dizzy on my stamplar is 15798. That is not bad at all for ranged. 1 v 1 you can claim gap closers negate ranged, but this game is not 1v1. Melee assumes more risks of being hit by its targets friends. And streak exists and is pretty uncounterable.

    If you have read the rest of the thread, you'd also know in this conversation, I have said there needs to be more melee spammables worth a damned because most classes do not have the synergy with ranged. But that would require comprehension above bias. I dont even know why I bother explaining.
  • Lole
    Lole
    ✭✭✭
    technohic wrote: »
    Lole wrote: »
    technohic wrote: »
    Raudgrani wrote: »
    technohic wrote: »
    Raudgrani wrote: »
    Just wished the Dizzy meta came to an end. Maybe not by "nerfing" it considerably, but by buffing other spammables. I wish like necro Scythe could be comparable to templar jabs. It's a bit limiting when you more or less lack a powerful offensive ability as a stambuild, if you are not a templar or use Dizzy Swing. Sure we have like Subassault, Blastbones, Haunting Curse and such, but they are not really comparable to Dizzy Swing.

    They nerfed NB spammable too much, decided scythe was going to be a tank spammable rather than damage while giving it skulls as a ranged spammable, made wardens a ranged spammable with birds, gave DK poop fist with melee AOE now to then be a ranged not so spammable. All which sucks as no classes other than sorc really have a compliment to ranged playstyles. That's really what it comes down to and why you see dizzy.

    Really need melee spammable to be brought up so we have effective pressure again rather than burst combos or nothing

    Yes. I don't play much magicka these days, but I can't remember destro staff having any spammable that strong either. I guess that's what compares best with 2H. Damage is honestly pretty silly from Dizzy Swing. It's strange reasoning, that a weapon skill line ability should outshine like every other ability in the game, makes 2H more or less a "must have" not only for Momentum, but for reliable damage spikes. Sure you can dance around on doing damage in other ways as well, but it seems like they want it to essentially boil down to who spams Dizzy Swing the best.

    Destro has force pulse which is ok for ranged. Melee should be better so I see no issues with Dizzy especially when snipe has ranged and hits hard. . Again; they need to make other melee spammable that are comparable.

    You gotta be kidding lmao... force pulse is okay ? The pressure you can bring up with force pulse is Basicly 0 against any player that has the slightest bit of decent idea what he is doing... when you compare force pulse to dizzy it’s pretty much clear wich spammable is much better. Let’s not mention what crappy skill the skulls for example are.

    Dizzy is massively overloaded atm and it should lose all cc parts of it... I mean honestly wtf a spammable that gives off balance stun and snare ? How the heck is that the slightest bit of balanced ? I would like my skulls to have exactly the same bonuses on it, then you can keep it...

    The range vs melee argument is completely irrelevant in eso, kiting is barely possible cuz people can spam gapclosers...and thoose gapclosers do also dmg, which is allrdy a designfail...

    There is a reason why most meleestam builds outperform their magicka counterpart.... exception is ofc Templar, and you know why ? Jabs are massively overtuned and they have a cc on their gapcloser, another designfail... nerf dmg of jabs to the dmg of other magicka spammables and take away the cc from the charge and you will see magplar will be as trashy as other magicka builds

    Also don’t forget that magblade and Magcro actually have to go into meleerange to do their viable combos, so they kinda accept that people stick on them 24/7 anyways. So they should also have the Same dmg on their spammables as every melee

    Using my templars as their jabs and sweeps tooltips are pretty close. On infused bars on my magplar builds, force pulse is 13284 with a firestaff. Dizzy on my stamplar is 15798. That is not bad at all for ranged. 1 v 1 you can claim gap closers negate ranged, but this game is not 1v1. Melee assumes more risks of being hit by its targets friends. And streak exists and is pretty uncounterable.

    If you have read the rest of the thread, you'd also know in this conversation, I have said there needs to be more melee spammables worth a damned because most classes do not have the synergy with ranged. But that would require comprehension above bias. I dont even know why I bother explaining.

    2,5k more dmg is pretty big per spammable... on top of the More dmg you also get free cc, and you justify that by having to be in melee range.

    Exactly this game is not 1on1 and you still have the option to freely jump on every Range person that sits in the back nobody forces you to jump into the frontline to faceroll against another melee Stamboy

    Streak no counter ? Imagine streak has 15 Meter Range and your charge has what ? I think it’s like 22 but doesn’t matter since it’s higher than streak means you can easy follow up if you want.
    And that’s just sorc no other magicka can get out means they have to facetank no matter what...

    Game is currently in a meleemeta for a reason,
    Dizzy needs hard nerfs or all other spammables needs to be buffed, range or not doesn’t matter
    Edited by Lole on 13 March 2020 16:33
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    SMH
  • Langeston
    Langeston
    ✭✭✭✭✭
    technohic wrote: »
    Using my templars as their jabs and sweeps tooltips are pretty close. On infused bars on my magplar builds, force pulse is 13284 with a firestaff. Dizzy on my stamplar is 15798. That is not bad at all for ranged. 1 v 1 you can claim gap closers negate ranged, but this game is not 1v1. Melee assumes more risks of being hit by its targets friends. And streak exists and is pretty uncounterable.

    If you have read the rest of the thread, you'd also know in this conversation, I have said there needs to be more melee spammables worth a damned because most classes do not have the synergy with ranged. But that would require comprehension above bias. I dont even know why I bother explaining.
    What sets are you using that you're getting 13,284 Force Pulse tooltips? I don't think it's even possible for my magblade to get a tooltip that high on that ability, even from cloak.

    In any case, Jabs/Sweeps is only close to other spammables if you pretend Burning Light doesn't exist.
    Edited by Langeston on 14 March 2020 13:12
  • Lole
    Lole
    ✭✭✭
    Langeston wrote: »
    technohic wrote: »
    Using my templars as their jabs and sweeps tooltips are pretty close. On infused bars on my magplar builds, force pulse is 13284 with a firestaff. Dizzy on my stamplar is 15798. That is not bad at all for ranged. 1 v 1 you can claim gap closers negate ranged, but this game is not 1v1. Melee assumes more risks of being hit by its targets friends. And streak exists and is pretty uncounterable.

    If you have read the rest of the thread, you'd also know in this conversation, I have said there needs to be more melee spammables worth a damned because most classes do not have the synergy with ranged. But that would require comprehension above bias. I dont even know why I bother explaining.
    What sets are you using that you're getting 13,284 Force Pulse tooltips? I don't think it's even possible for my magblade to get a tooltip that high on that ability, even from cloak.

    In any case, Jabs/Sweeps is only close to other spammables if you pretend Burning Light doesn't exist.

    I was curious about that aswell lmao, Dizzy needs to lose all cc if it does the most dmg. That’s just a normal response to a massively overperforming skill.

    Why should stamina not have the need to equip a cc ability while magicka builds have to do that? It’s basic understanding that this is unbalanced
    Edited by Lole on 14 March 2020 13:36
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    Langeston wrote: »
    technohic wrote: »
    Using my templars as their jabs and sweeps tooltips are pretty close. On infused bars on my magplar builds, force pulse is 13284 with a firestaff. Dizzy on my stamplar is 15798. That is not bad at all for ranged. 1 v 1 you can claim gap closers negate ranged, but this game is not 1v1. Melee assumes more risks of being hit by its targets friends. And streak exists and is pretty uncounterable.

    If you have read the rest of the thread, you'd also know in this conversation, I have said there needs to be more melee spammables worth a damned because most classes do not have the synergy with ranged. But that would require comprehension above bias. I dont even know why I bother explaining.
    What sets are you using that you're getting 13,284 Force Pulse tooltips? I don't think it's even possible for my magblade to get a tooltip that high on that ability, even from cloak.

    In any case, Jabs/Sweeps is only close to other spammables if you pretend Burning Light doesn't exist.

    That's crafty , NMA , fulll buffed.

    Jabs and sweeps are 20% more total damage than dizzy at 20% longer channel. We have a 1sec GCD on abilities that matches jabs/sweeps yes; but that .2 seconds allows for a medium weave to register. If a target has major evasion, jabs/sweeps is 5% less than dizzy. Both have their issues with landing, and with lag but dizzy was just made slightly easier than it was by only doing its target check once rather than both activating and finish.

    I know these abilities outpace the others. Force pulse or the weapon sets that boost abilities are the only other things worth using and ranged attacks only really make sense to me on a sorc which can kite, even if that means someone gets close to them a whole split second after a gap closer. (Oh god lord forbid) . Or a snipe spammer staying in the back but I'd argue that's not effective alone.


    That's why you see so much dizzy and so many templars. People are already hard to kill though; short of zerging them or the ridiculous LAG. These ranged spammable are not going to cut it. Then you add on that magicka only gets staffs, which are like giving melee only bows with different effects as far as scaling goes.

    The TLDR is we need more options, particularly melee spammable and magick melee scaling weapons, short of class redesigns that make ranged synergize more than just slap a range spammable on them and call them good.
  • Langeston
    Langeston
    ✭✭✭✭✭
    technohic wrote: »
    That's crafty , NMA , fulll buffed.

    Jabs and sweeps are 20% more total damage than dizzy at 20% longer channel. We have a 1sec GCD on abilities that matches jabs/sweeps yes; but that .2 seconds allows for a medium weave to register. If a target has major evasion, jabs/sweeps is 5% less than dizzy. Both have their issues with landing, and with lag but dizzy was just made slightly easier than it was by only doing its target check once rather than both activating and finish.

    I know these abilities outpace the others. Force pulse or the weapon sets that boost abilities are the only other things worth using and ranged attacks only really make sense to me on a sorc which can kite, even if that means someone gets close to them a whole split second after a gap closer. (Oh god lord forbid) . Or a snipe spammer staying in the back but I'd argue that's not effective alone.


    That's why you see so much dizzy and so many templars. People are already hard to kill though; short of zerging them or the ridiculous LAG. These ranged spammable are not going to cut it. Then you add on that magicka only gets staffs, which are like giving melee only bows with different effects as far as scaling goes.

    The TLDR is we need more options, particularly melee spammable and magick melee scaling weapons, short of class redesigns that make ranged synergize more than just slap a range spammable on them and call them good.

    What buffs specifically? I don't play templar so I'm unfamiliar with the class, but I have one on PTS & I'm not getting close to the numbers you mentioned for Force Pulse.
    Edited by Langeston on 14 March 2020 14:34
Sign In or Register to comment.