Elwendryll wrote: »I have yet to see the effect of this in game. How is it supposed to work? I tried spamming the same ability (wrecking blow) during 60 seconds. Same results on live and PTS.
Soo... This global cooldown, when does it take effect. Between a channel ability and a different ability? Between the same channel ability used twice? I need to know. Because right now, I use Wrecking Blow as my spammable, and I didn't see any improvement in speed, but they plan to nerf the damage...
many have reported the issue already: if you spam the ability(wrecking blow, snipe, jabs etc... you will spam it faster than on live, it is when weaving that the cast tim remain the same as on live, making the change effectively a nerf.
would be nice to know from dev if it is working as intended or not.
TriangularChicken wrote: »No, the nerf to snipe in PvP was deserved..and in PvE, from what I've seen so far, the DPS will remain the same. They did a good job nerfing that potato skill.
Cast times on a melee ability is just awful design anyway.
Remove it, readjust the damage of the ability and make it a reliable spammable for Stamina builds that don't want pigeonholed in to the dual-wield tree. If it MUST keep a slight cast time on any of its iterations, it should be on Dizzying Swing since it apparently hits the target with enough force to knock and stun them.
Seems like a good trade-off for that kind of CC.
For classes without a decent class-based spammable (*COUGH STAMINA DKS COUGH*) it would be very welcome.
weird result, jabs effectively shows the reduced channeling time but not the damage reduction while uppercut and snipe show the opposite...
also something I didn't think about is the hit reduced cast/channeling time will have on sustain. For exemple I couldn't sustain spamming jabs(with same buff and gear) more than 38s on PTS while I had no issue doing so on live.
I did test weaving and did not see much diffence than when spamming it(contrary to what I observed two weeks ago), i'm not perfect at weaving though.
TriangularChicken wrote: »No, the nerf to snipe in PvP was deserved..and in PvE, from what I've seen so far, the DPS will remain the same. They did a good job nerfing that potato skill.
it looks like chaneled abilities like jabs and flurry got buffed by the 200ms tweak but not the casted abilities.
this is something great to notice
@ZOS_GinaBruno (just in case you have time for it)
TriangularChicken wrote: »No, the nerf to snipe in PvP was deserved..and in PvE, from what I've seen so far, the DPS will remain the same. They did a good job nerfing that potato skill.
just went to pts to test it again :
uppercut live(≈0,83/s): uppercut PTS(≈0,83/s): jabs live(≈3/s or ≈0.98/s): jabs PTS(≈3,9/s or ≈0,75/s): snipe live(≈0,79/s): snipe PTS(≈0,86/s):
weird result, jabs effectively shows the reduced channeling time but not the damage reduction while uppercut and snipe show the opposite...
also something I didn't think about is the hit reduced cast/channeling time will have on sustain. For exemple I couldn't sustain spamming jabs(with same buff and gear) more than 38s on PTS while I had no issue doing so on live.
I did test weaving and did not see much diffence than when spamming it(contrary to what I observed two weeks ago), i'm not perfect at weaving though.
Cast times on a melee ability is just awful design anyway.
Remove it, readjust the damage of the ability and make it a reliable spammable for Stamina builds that don't want pigeonholed in to the dual-wield tree. If it MUST keep a slight cast time on any of its iterations, it should be on Dizzying Swing since it apparently hits the target with enough force to knock and stun them.
Seems like a good trade-off for that kind of CC.
For classes without a decent class-based spammable (*COUGH STAMINA DKS COUGH*) it would be very welcome.
So you want to remove an entire pvp playstyle (dizzying swing playstyle) just so you can have an instant spammable on 2h? And how is it awful design? The ability would have way less burst if it had no cast time because you wouldn't be able to instantly use another ability after the dizzying swing lands. The ability has its issues of course but the cast time isn't the core of those issues, the cast time is what makes the ability unique and is also what enables it's burst oriented playstyle.
dont lose faith mates!
Elwendryll wrote: »Did anyone test if it is working correctly for all abilities after 5.0.3 (even if there isn't any note about it)?
I'll try again this evening...