MentalxHammer 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.
MentalxHammer 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.
MentalxHammer wrote: »MentalxHammer 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]
MentalxHammer wrote: »MentalxHammer 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]
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.
MentalxHammer wrote: »MentalxHammer 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]
MentalxHammer wrote: »MentalxHammer 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??
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.
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.
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
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.
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.
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.
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
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.
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.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.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.
In any case, Jabs/Sweeps is only close to other spammables if you pretend Burning Light doesn't exist.
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.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.
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.