Agree, this skill has been a major headache for my stamsorc. It's the only spammable on the 2-h worth anything, but it's also useless in PvP if your opponent has 1/10th of a brain.
Making the cast time lower than exactly 1 second would actually be a nerf because the cast time and the global cooldown of abilities are exactly 1 second. For example, reducing the cast time to 0.7s would mean you still have to wait 0.3s before using your next ability. This means that there would be no dps increase. It would make the ability slightly easier to land in pvp but it would also give your opponent 0.3s to react after getting hit with it. IMO the only simple way to buff dizzying swing is a damage increase but that would solve far from all the dizzying swing issues. What would make dizzying swing really shine is a shift in the pvp meta towards less tanky builds because the playstyle revolves around 1 shots, and a change in the targeting system (which i doubt will ever happen) where tab-targeting system would consistently make you hit the tab-targeted player. The high risk of trying to land dizzying swing is pointless if you simply hit another target than intended.
Terrible idea, this would just remove the dizzying swing playstyle as we know it and turn dizzying swing into a worse version of reverb if you want to give it the same damage as reverb.
This is what i commented on another post and also kinda applies to thisMaking the cast time lower than exactly 1 second would actually be a nerf because the cast time and the global cooldown of abilities are exactly 1 second. For example, reducing the cast time to 0.7s would mean you still have to wait 0.3s before using your next ability. This means that there would be no dps increase. It would make the ability slightly easier to land in pvp but it would also give your opponent 0.3s to react after getting hit with it. IMO the only simple way to buff dizzying swing is a damage increase but that would solve far from all the dizzying swing issues. What would make dizzying swing really shine is a shift in the pvp meta towards less tanky builds because the playstyle revolves around 1 shots, and a change in the targeting system (which i doubt will ever happen) where tab-targeting system would consistently make you hit the tab-targeted player. The high risk of trying to land dizzying swing is pointless if you simply hit another target than intended.
Let's be honest, DSwing was bound to be nerfed at some point because it offered high damage and TWO CCs.
Not just one, but two. Despite its cast time and the fact that it can be dodged/etc., it was insanely powerful. To be honest, I'd have been happy with the following outcome:
- Assume damage nerf has been reverted for now.
1. Dizzying Swing - retains cast time, loses one of the CCs.. take your pick. I vote for the knockback since that kind of thing is annoying to me as a melee character trying to stay in your face. Boom, done. High damage and a stun, if you can land it.
2. Wrecking Blow - remove the cast time, hit it with that 15% damage nerf to compensate. Buff the Empower from 40% to 50% or even 75%. It can now be properly weaved by Stamina classes that use it and quite frankly NEED a spammable, and the boosted Empower promotes and rewards this.
Instead of something sensible like this, though, it's now a total pile of garbage.
Carve can be cleansed and is more expensive then uppercut isn’t it? Plus the cone is missing a lot of times
Carve can be cleansed and is more expensive then uppercut isn’t it? Plus the cone is missing a lot of times
They cost the exact same, it can be cleansed and like 90% aoe cones it's buggy af, nothing new there. Alternating Obnoxious Breath and Carve seems to be the best rotation in pvp for now, if you're using a 2h as your main weapon.
2h is still bad compared to SnB or Dw, but it's a bit better than before imo even if Uppercut is dead.
usmcjdking wrote: »Terrible idea, this would just remove the dizzying swing playstyle as we know it and turn dizzying swing into a worse version of reverb if you want to give it the same damage as reverb.
This is what i commented on another post and also kinda applies to thisMaking the cast time lower than exactly 1 second would actually be a nerf because the cast time and the global cooldown of abilities are exactly 1 second. For example, reducing the cast time to 0.7s would mean you still have to wait 0.3s before using your next ability. This means that there would be no dps increase. It would make the ability slightly easier to land in pvp but it would also give your opponent 0.3s to react after getting hit with it. IMO the only simple way to buff dizzying swing is a damage increase but that would solve far from all the dizzying swing issues. What would make dizzying swing really shine is a shift in the pvp meta towards less tanky builds because the playstyle revolves around 1 shots, and a change in the targeting system (which i doubt will ever happen) where tab-targeting system would consistently make you hit the tab-targeted player. The high risk of trying to land dizzying swing is pointless if you simply hit another target than intended.
Alright.
No, that's not an actual nerf to DSwing because you don't conceptually understand what the GCD is.
LA -> Uppercut -> Bash takes about 1.7 second to fully resolve, in some cases more. That means 2 LA -> Uppercut -> bash take 3.4 second to resolve in their entirety. Which means in the period of 3 global cooldowns, I'm only getting off 2 Uppercuts. Add another and you get 3 uppercuts in 5 global cooldowns.