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Again with dizzy swing

GRXRG
GRXRG
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Dizzying Swing (morph): This morph now stuns enemies who are already off balance.

Instead of actually rework or buff class stam spammables they keep reworking this over and over.
So now people already spam dizzy like 5 or 6 times in a matter of few seconds, they will get the stun sooner or later and being so visual clunky and laggy you won't even notice it.

To be honest i am not a fan of spammables with hard cc components.
Dizzy was fine right now, and next patch will be probably abused literally by everyone, maybe even stamplars who knows.

Welcome to The Elder Dizzy Online
What do you guys think?

Patch note btw: https://forums.elderscrollsonline.com/en/discussion/508802/pts-patch-notes-v5-3-0#latest
  • Crixus8000
    Crixus8000
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    I would rather have it how it is on live so I can time my burst properly.
  • Pauls
    Pauls
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    Crucial buff to all dizzy spammers, now dont need heavy attacking to get cc, just spam dizzy
  • Raudgrani
    Raudgrani
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    GRXRG wrote: »
    Dizzying Swing (morph): This morph now stuns enemies who are already off balance.

    Instead of actually rework or buff class stam spammables they keep reworking this over and over.
    So now people already spam dizzy like 5 or 6 times in a matter of few seconds, they will get the stun sooner or later and being so visual clunky and laggy you won't even notice it.

    To be honest i am not a fan of spammables with hard cc components.
    Dizzy was fine right now, and next patch will be probably abused literally by everyone, maybe even stamplars who knows.

    Welcome to The Elder Dizzy Online
    What do you guys think?

    Patch note btw: https://forums.elderscrollsonline.com/en/discussion/508802/pts-patch-notes-v5-3-0#latest

    The current state of the ability seriously hampered classic Dizzy swingers like StamDK's and Stamsorc, now we're having a somewhat similar effect. But I honestly think it's better, until they decide to make a spammable that works for these classes. At least, we won't be like triple-volley smacked into the air with this change, that was my main concern with old Dizzy. Two or more guys running you over, stacking Dizzy swing so that you end up like 20 meters in the air? This while you could still be targeted? That's some serious flaw on an ability.
  • Freakin_Hytte
    Freakin_Hytte
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    I like how dizzy is right now, honestly don't understand why they keep changing it constantly. They should just keep it as it is now or revert it back to how it was before they started to change it.
  • Urzigurumash
    Urzigurumash
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    I think delay any anticipation until it's tested, and probably until it's live. Off Balance has been altered, and in my opinion, Dswing is much more effective this patch than many of us thought it would be after the loss of the initial stun and knockback. A loss of some control over when to apply the stun, in exchange for more stuns overall. Probably a wash?

    Edit: Disregard, I misunderstood the patch note.
    Edit 2: No, do not disregard, I understood the patch note correctly the first time, apparently

    Edited by Urzigurumash on January 21, 2020 3:23PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Brrrofski
    Brrrofski
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    Crixus8000 wrote: »
    I would rather have it how it is on live so I can time my burst properly.

    I agree.

    I would purposely hit a dizzy, not throw in my medium, hit another dizzy then the medium and then beserker strike into execute.

    So now I HAVE to CC my target at the start of a rotation, which will make them go defensive.

    And then wait 15 seconds until I can CC again...
  • Crixus8000
    Crixus8000
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    Brrrofski wrote: »
    Crixus8000 wrote: »
    I would rather have it how it is on live so I can time my burst properly.

    I agree.

    I would purposely hit a dizzy, not throw in my medium, hit another dizzy then the medium and then beserker strike into execute.

    So now I HAVE to CC my target at the start of a rotation, which will make them go defensive.

    And then wait 15 seconds until I can CC again...

    Yeah exactly. It's a pretty big issue imo, especially since dizzy damage was nerfed, the burst combo is needed to kill a good player. I think with the onslaught/berserk rage nerf and now this offbalance/dizzy nerf that there will be many fights that I just can't win simply because I lack the damage/burst even though I'm a full damage build. Quite sad.

  • Urzigurumash
    Urzigurumash
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    @Crixus8000

    Well I have just the solution for you, put on this Titanborn set and don't heal above 50% health

    Seriously, I thought the last change to Dswing was bad, and like you guys, I now think it is much better than it was before, so I'll wait and see how it works out. Yes a loss of control over when to apply the stun, but, a better chance of stunning an exceptionally evasive opponent. This might help to end some of the chase-like fights that seem common lately.

    Edit: Disregard, I misunderstood the patch note.
    Edit 2: No, do not disregard, I understood the patch note correctly the first time, apparently

    Edited by Urzigurumash on January 21, 2020 3:23PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Crixus8000
    Crixus8000
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    @Crixus8000

    Well I have just the solution for you, put on this Titanborn set and don't heal above 50% health

    Seriously, I thought the last change to Dswing was bad, and like you guys, I now think it is much better than it was before, so I'll wait and see how it works out. Yes a loss of control over when to apply the stun, but, a better chance of stunning an exceptionally evasive opponent. This might help to end some of the chase-like fights that seem common lately.

    It will be better against an unskilled opponent as they are likely to be squishy too, allowing for easier kills, but against a decent or good player I think this will be a big issue because you don't want random cc's, you want to time that cc so they can't block or dodge your ult. It added skill and reward to using dizzy, now it's just less skillful and less rewarding.

    Edited by Crixus8000 on January 20, 2020 10:25PM
  • Urzigurumash
    Urzigurumash
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    @Crixus8000

    Ah wait, I read it wrong. I was thinking this new effect was in addition to the existing effect, but that's not right. Now Dswing does not apply Off Balance? So there's no way in 1v1 for most Stam builds to use Dswing to stun but after blocking a heavy attack, interrupting a spell with one of the various skills, or using a Tactician roll dodge? Is that right?

    Edit: No that is not right, according to PTS screenshots my initial understanding was correct.

    Edited by Urzigurumash on January 21, 2020 3:23PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Kalixte
    Kalixte
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    They talk about class identidy, but all they do is buffing (with an attempt of nerf btw :p) weapon skill lines. If so many people use Dizzy instead of their class spammable, it's because:
    1. Dizzy is pretty damn good even with its cast time, because of the burst, of off balance (10% more damage + a lot of sustain), provides a cc allowing to free an other slot (maybe off balance shouldn't stun? Idk, just an idea, don't insult me please);
    2. Class skills are totally useless compared to it. Their secondary effect is meh for most stamina classes and cc skills were nerfed to the ground (rip old Mass Hysteria), or better be replaced because their effects aren't not worth the slot and/or their cost.

    They should stop nerfing what's good, or at least not as hard as they usually do. Instead they should buff lacking skills. Let Dizzy alone, make class spammables and class crowd controls great again.

    It's kind of the same thing with Onslaught, even with its ridiculous 16% nerf, it will still overshadow class ultimates because it allows a lot (maybe too much?) and on the other side, class ults can't compete in their current state (CAST TIMES >:) among other reasons).
    Edited by Kalixte on January 22, 2020 11:12PM
    PC/EU server
  • GRXRG
    GRXRG
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    @Crixus8000

    Ah wait, I read it wrong. I was thinking this new effect was in addition to the existing effect, but that's not right. Now Dswing does not apply Off Balance? So there's no way in 1v1 for most Stam builds to use Dswing to stun but after blocking a heavy attack, interrupting a spell with one of the various skills, or using a Tactician roll dodge? Is that right?

    Of course should be in addition, unless they cannot express themselves.
    They could say: dizzyingswing no longer set your opponent off balance, but instead stuns already off-balance targets.
    But they didn't say this, so it should keep the ability to set off balance and plus the stun on the following swings, so it will be spammed nonstop.
    And who cares if you don't time well your burst combo, eventually you will get it by stunning off cooldown your opponent due to the lag of the skill.
    It's not a rare case i see like 4 or 5 dizzys in my death recap and bc of server lag i see them happening in like 2 seconds even tho it has a cast time and i say: whattt when did he casted that many dizzys on me lol?

    But yeah we will see, of course if they are still keeping the apply of off-balance it is a buff to spammers.
  • Davadin
    Davadin
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    GRXRG wrote: »
    Dizzying Swing (morph): This morph now stuns enemies who are already off balance.

    Instead of actually rework or buff class stam spammables they keep reworking this over and over.
    So now people already spam dizzy like 5 or 6 times in a matter of few seconds, they will get the stun sooner or later and being so visual clunky and laggy you won't even notice it.

    To be honest i am not a fan of spammables with hard cc components.
    Dizzy was fine right now, and next patch will be probably abused literally by everyone, maybe even stamplars who knows.

    Welcome to The Elder Dizzy Online
    What do you guys think?

    Patch note btw: https://forums.elderscrollsonline.com/en/discussion/508802/pts-patch-notes-v5-3-0#latest

    oh fer *** sake.

    no.

    its fine.


    then again, im trying Stone Giant again tonight and its actually pretty damn effective for ranged fights.

    of course, Dizzying still hits harder and cost less.

    but pop-fist does stun on the 3rd land hit too.
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
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  • Fawn4287
    Fawn4287
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    adding a cc to a spammable that can be procced sp easilyis a terrible idea, the medium weave at least added some skill to the off balance
  • Sneakers
    Sneakers
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    Sounds to me like a 10% dmg nerf to dizzy^^

    /edit

    Also tactician isn't that reliable in the lag, at least not for me.
    Edited by Sneakers on January 24, 2020 11:00AM
  • xylena
    xylena
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    This is like the 4th consecutive patch significantly changing how Dizzy works, a solid year of back and forth nerf and buff, only to end up back to 2015 Wrecking Blow where the best tactic is usually just spam it. Great job.
    Retired until we break the Tank Meta
  • blkjag
    blkjag
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    Now if we can just get cast times reverted
    Edited by blkjag on January 24, 2020 11:56PM
  • Freakin_Hytte
    Freakin_Hytte
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    Stop messing with the skill! It worked for so many years without complaints, WHY, WHY Zos did you start messing with a skill that worked for some builds?! HONESTLY dizzy used to stun 3+ years and then you started changing the skill itself and onslaught, even though NO ONE asked for it. You've *** it up, but you refuse to change it back when it was a good skill for certain builds.
  • iALEXi
    iALEXi
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    This is actually a nerf. You used to be able to reapply off balance and then heavy/medium attack to stun. This means you can basically stun with every CC cooldown at the moment if you do it right.
    Now you can stun your target only once with dizzying swing, then you have to wait 15 seconds to stun him again, which is worse. (And then only if target has no CC cooldown)


    Uppercut
    Dizzying Swing (morph): This morph now stuns enemies who are already off balance.

    Off Balance will now properly update its size against the varying Target Dummies.
    Updated Off Balance to behave more consistently across content in the game.
    Off Balance now lasts 7 seconds from player sourced abilities and sets.
    Off Balance is no longer reapplied to a target for 15 seconds once the original source of Off Balance ends. This cooldown is displayed as a debuff on targets once they are affected.
    Off Balance is no longer consumed on targets from Heavy Attacks or abilities.
    Note these rules may be irrelevant in some areas, such as tutorials, where the core focus is teaching the behavior of what Off Balance does
    Edited by iALEXi on January 27, 2020 2:07PM
    @iALEXi
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  • MentalxHammer
    MentalxHammer
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    Stupid change, no one wants it, please revert.
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