have you actually tried to reliable heavy attack weave it? It was already working fine one live and pretty effective as well I found since the animations tie into each other and its harder to see the uppercut coming.
Will test that on pts
I might be wrong, But shouldnt cleave + master 2h be stronger than uppercut on pts? (50% more dmg + master 2h dmg sounds crauy)?
have you actually tried to reliable heavy attack weave it? It was already working fine one live and pretty effective as well I found since the animations tie into each other and its harder to see the uppercut coming.
Will test that on pts
Have you actually read what OP wrote with comprehension?
Everyone who is using dizzy in pvp with success is already heavy attack weaving, thats not issue. Issue is that vs decent players this combo is something you will land once, not multiple times like OP said its possible with snipe. So you land it once and you want most profit out of it. Not nerf like we got now.
On most of my builds i stopped using dizzy, like alucardo im mostly using heroic or ransack, but thats not reason to nerf this combo that is already hard to land. First they change aiming on it and now dmg nerf.
On the other hand broken ability like blastbones that you can land without looking into the screen is doing insane amount of dmg, and its also aoe, just to funny.
Im in favor of a uppercut rework
Not sure about this one though
Lightspeedflashb14_ESO wrote: »They definitely ought to have left the damage the same on these skills, then tune them down if it became too much.
I've been hit by ~4.3k up-front from Cleave, which is higher than any other instant spammable I've seen lately, and that's with 25-28k'ish physical resists (the following bleed dot was 1,488/tick). Granted, the person that did it was running full damage sets, but said his tooltip for Cleave was 10k up-front and 15k for the DOT.Cleave might be worth running next update with the 50% damage increase, but I couldn't be bothered re-installing the PTS to actually test it out.
The funny thing is: The only time you'd use Uppercut constantly is in PvE, and even so, Uppercut is an utterly garbage spammble skill that holds back 2H weapons from being a reliable choice for dps (not to mention many other reasons, but I'm not going to do a deep dive into that).
Right now, the only place where Uppercut can be used is PvP, and you only need to hit 1 Uppercut to finish off someone (most of the time), so this is "change" is just a straight nerf to the skill.
Fun fact: The only 2 class setups that would most likely use Uppercut are stamDK and stamSorc, and these 2 are easily the worst designed stam classes in the whole game, and now ZOS want to butcher them even more? As a stamDK main, I feel like ZOS have just betrayed me.
I play stam sorc, but I've always hated uppercut. Used it for a day and threw it in the garbage. Then I found heroic and never looked back.
Cleave might be worth running next update with the 50% damage increase, but I couldn't be bothered re-installing the PTS to actually test it out.
Flurry is also getting buffed, so this could be interesting to test as well. I think we'll have more options come Elsweyr, but I'm most likely going to be sticking with SnB.
ZarkingFrued wrote: »Theres zero reason to nerf dizzy by 14%. Just makes jo sense to nerf the worst playstyle in the game
i hate taking uppercut, still the play style is highly risky and deserves to be rewarded for it. not nerfed. keep it's damage and cast time, and if any mathematical pro thinks the 200ms is a buff, so be it. buff this playstyle.
I've been running a medium armor stam DK with bow / 2h, with Dizzy as a main "spammable".
"Spammable" being relative, considering the only fights where I get to spam it are essentially 1 on 1 scenarios against very low mobility targets.
Fighting nightblades with it becomes is a friggin' nightmare since you get to enjoy cloak on top of the usual rolling:
https://clips.twitch.tv/PhilanthropicBrainyCrabTriHard
Fighting mag sorcs ain't much better with Streak or Clench spam:
https://clips.twitch.tv/WittyTolerantPheasantBuddhaBar
Best part is probably that the DoTs did most of the work and that Dizzy wasn't even used for the killing blow.
Every time you get snared while an opponent is getting away, you have to cancel it, reapply a snare immunity tool and try again. That applies for fighting templars who drop their ritual, snaring you by 30%, which means they get out of range fast. That applies for all situations where the opponent puts significant pressure on you. That applies for all situations where your opponent has SnB to block, to rolly pollies, to Streak, to pet LoSers, to root / snare spammers, to cloakers, to just about 90% of the fights I encounter.
The damage it provides does in no way justify the pain you have to go through just to be able to land at most 2 in a row, when most instant cast spammables provide even on paper almost as much damage as Dizzy and an order of magnitude more in practice.
The funny thing is: The only time you'd use Uppercut constantly is in PvE, and even so, Uppercut is an utterly garbage spammble skill that holds back 2H weapons from being a reliable choice for dps (not to mention many other reasons, but I'm not going to do a deep dive into that).
Right now, the only place where Uppercut can be used is PvP, and you only need to hit 1 Uppercut to finish off someone (most of the time), so this is "change" is just a straight nerf to the skill.
Fun fact: The only 2 class setups that would most likely use Uppercut are stamDK and stamSorc, and these 2 are easily the worst designed stam classes in the whole game, and now ZOS want to butcher them even more? As a stamDK main, I feel like ZOS have just betrayed me.
It follows the pattern that CC abilities shouldn’t reliably give high damage as well at least.
usmcjdking wrote: »It's a false statistic TBH. There is no way you are getting a 6% DPS increase unless all you do is Wrecking Blow.
I disagree with this argument. You shouldn’t get extra damage just because the ability is hard to land in certain situations. If you have someone stuck in CC it is easy to land and you want extra damage for that? Additionally, this problem exists for all melee abilities with a cast time. Should all those abilities get a damage increase?