Dottzgaming wrote: »If there's one thing in these notes I want to see reverted, it is the removal of the stun on Dizzying Swing.
While Dizzying Swing is a good skill, i think the main offender to why it feels as powerful as it does in Scalebreaker is because of onslaught. Dizzying Swing sets up onslaught very easily, and afterwards, consecutive Dswings hit REALLY hard because of all the pen gained from onslaught. Losing Dswing as a combo starter is going to hurt many builds and effectively kill an entire playstyle that has been in the game for a very long time.
I'd personally prefer to see the stun restored to Dizzying Swing, the projected damage nerf be kept in to meet the new "standards", and see Onslaught adjusted appropriately. This will keep the playstyle myself and many others love in the game, while lowering it's power due to proper adjustments on Onslaught (which dswings primary use is to set up).
While i do understand you can medium weave inside the dswing to land the stun afterwards, not only does it feel a bit clunkier to use, but you are at the mercy of server/input lag due to needing to add an extra action into the equation. I did a lot of testing on the pts with dswing, and the landing of the stun felt really conditional on whether or not the server saw my medium weave input.
Power definitely needs to be adjusted in this potent combo, but you're nerfing the combo starter, not the primary damage people are trying to setup.
Anyway, this is just my opinion on the subject. Interested to hear what others think.
LeoSzilard wrote: »Dottzgaming wrote: »If there's one thing in these notes I want to see reverted, it is the removal of the stun on Dizzying Swing.
While Dizzying Swing is a good skill, i think the main offender to why it feels as powerful as it does in Scalebreaker is because of onslaught. Dizzying Swing sets up onslaught very easily, and afterwards, consecutive Dswings hit REALLY hard because of all the pen gained from onslaught. Losing Dswing as a combo starter is going to hurt many builds and effectively kill an entire playstyle that has been in the game for a very long time.
I'd personally prefer to see the stun restored to Dizzying Swing, the projected damage nerf be kept in to meet the new "standards", and see Onslaught adjusted appropriately. This will keep the playstyle myself and many others love in the game, while lowering it's power due to proper adjustments on Onslaught (which dswings primary use is to set up).
While i do understand you can medium weave inside the dswing to land the stun afterwards, not only does it feel a bit clunkier to use, but you are at the mercy of server/input lag due to needing to add an extra action into the equation. I did a lot of testing on the pts with dswing, and the landing of the stun felt really conditional on whether or not the server saw my medium weave input.
Power definitely needs to be adjusted in this potent combo, but you're nerfing the combo starter, not the primary damage people are trying to setup.
Anyway, this is just my opinion on the subject. Interested to hear what others think.
I think "problems" with Dizzy started after they reduced the cast time to 0.8 seconds. I wish they would revert the damage and stun changes and put the cast time back to 1s. It's meant to be a high risk, high reward skill. It's not supposed to be easy to land, but when you land it, it should be very rewarding. Reducing the damage, lowering the cast time, and removing the stun just take the life out of the skill and make it more similar to all the other spammable skills in the game. Boo-urns.
ForgottenEntity wrote: »Honestly I just wish they had put the 1s cast time back and left it alone besides that....the skill was considered weak until this patch, and if a 9% damage buff and a 0.2 second reduction in its cast time truly broke it (I doubt it, I’m in the camp that Onslaught is the problem, I don’t think it was a good idea to give every class a Corrosive like skill), than undo the buffs Scalebreaker brought to Dizzying Swing.....Just don’t ruin an entire playstyle ZoS, please.
restore stun to all types of destro clench and buff the base damage in line with the dswing (without you being required to wear a master weapon for a decent number) ..just saying
restore stun to all types of destro clench and buff the base damage in line with the dswing (without you being required to wear a master weapon for a decent number) ..just saying
on 6 stamina toons, all but the stamplar and stamdk used dizzy during scalebreaker. it was that strong.
and of the 2 not using it, it was a choice preference (jabs/javelin and dots/petrify) where other players definitely utilized dizzy even on plar and dk.
onslaught is over the top. even magicka users are slotting it. i find it outrageous that this change was initially slotted at 16 secs...scaled back to 12 secs...and is still ingame and live with no discussion or adjustment. Onslaught needs a super tone down. if the defensive ult of beserker is 8 seconds...then the offensive needs to be that time or less (likely 6 seconds).
the buff to dswing dmg in scalebreaker and the increased speed to spam it made it better than any other spammable (aside from jabs) to all toons. this is a problem. a high burst, high speed spammable that also stuns is nuts. and the stun is one of the best as it completely allowed you to land cast time ults that other stuns simply would not window with the same level of guarantee.
if you're not going to change onslaught - then the proposed change to dswing is necesary, even though it loses a ton of identity and is unfortunate. the reality is that a better solution likely exists, but will the devs recognize that before these changes go live - i have little hope.
Why is it that you think defensive ults should have a longer duration than offensive ones?
I'd say keep it as is, why? Dizzy swing stun and most knock back stuns act like 2 CC's, knocked in air, then stunned on ground. You officially don't have the stun until you're on the ground.
I think for stamden this is a good change, why? They can heavy to stun but also land shulks better because it's not obvious you're rooted when hit
CP is a crutch for people who can’t sustain and want to be "tanky" so they aren’t immediately punished for making mistakes.
Canned_Apples wrote: »@Dottzgaming
"Dizzying Swing sets up onslaught very easily, and afterwards, consecutive Dswings hit REALLY hard because of all the pen gained from onslaught."
Why on earth would anyone, especially you of all people, think that an ability that "very easily" combos into a low cost and hardest hitting ultimate should remain in game?
It literally offers no counter play- something you've been complaining about with regards to the DoT meta.
If they were to reintroduce the stun, then D-Swing should only stun on the second hit against the target and not the first. At least then there would be some counter play.
Agreed, and I really hope they listen. I love your vids too btw, keep up the good work bud!
on 6 stamina toons, all but the stamplar and stamdk used dizzy during scalebreaker. it was that strong.
and of the 2 not using it, it was a choice preference (jabs/javelin and dots/petrify) where other players definitely utilized dizzy even on plar and dk.
onslaught is over the top. even magicka users are slotting it. i find it outrageous that this change was initially slotted at 16 secs...scaled back to 12 secs...and is still ingame and live with no discussion or adjustment. Onslaught needs a super tone down. if the defensive ult of beserker is 8 seconds...then the offensive needs to be that time or less (likely 6 seconds).
the buff to dswing dmg in scalebreaker and the increased speed to spam it made it better than any other spammable (aside from jabs) to all toons. this is a problem. a high burst, high speed spammable that also stuns is nuts. and the stun is one of the best as it completely allowed you to land cast time ults that other stuns simply would not window with the same level of guarantee.
if you're not going to change onslaught - then the proposed change to dswing is necesary, even though it loses a ton of identity and is unfortunate. the reality is that a better solution likely exists, but will the devs recognize that before these changes go live - i have little hope.
DeadlyRecluse wrote: »Honestly, the stun on Dizzying Swing (and previously Wrecking Blow) is just super iconic. Can't believe they're doing away with it.
I don't even run any DSwing builds anymore, but I think they're fun fights (on either side) because the skill is simultaneously so impactful when it lands, but so telegraphed. Was a fun dynamic.
No way, it is high time this cheese was removed and people actually learned to play. Literally every single Stam build out there was centered around.
I will tell all you cheesers that crutch it what was told to me when Wings got gutted: git gud.
Canned_Apples wrote: »@Emma_Overload
True that.
Hope @ZOS_BrianWheeler doesn't actually listen to this because the op is a tuber.