FairUmbrella wrote: »I have certain points that bothers me with this one skill when playing as magicka classes other than sorcerers. When I play stamina I dont mind this skill because its so much easier to counter.
Range: is still 7m because tooltip doesnt tell that anymore.. If its then its way too long even for a greatsword. Long reach makes it hard to evade for squishy builds in bg environments that are close quarters most of the time.
Paired with gap closers and staminas access to high movement speeds it can be almost impossible to not get hit by that multiple times in a short period no matter what is done to prevent it ie rolling,los,blocking,healing whatever.That ends zero resources pretty quickly and dying.
Multiple powerful effects:stun+ off balance+snare if immune to stun.
Those together are too much already for such a high performing ability.
To take out staminas crown as king of pvp I have some suggestions how to balance dizzy.
-Way higher cost if all functions are kept as they are because now its more than any other equivalent.
Maybe 4k stamina to prevent mindless jamming of this skill and having to think when to apply it in a burst combo
I would also like to see added fatigue mechanism similar to streak and roll dodge has to take some wind of out it.
It should take a toll on wielder to swing a big sword as it takes to defend against it by opponents.
Currently even with a bare minimum stamina pool and regen this can spammed very casually until most opponents die. Its way too easy to use. Anyone can do it after little practice on a dummy.
-Remove the snare possibility.
-Limit range to 2-3 meters. 7m is way too much when gap closers exist already. Then kiting should be more easier than its now.
+Buff class spammables to give alternatives to dizzy on stam classes
If it's so good, why don't you build a character that use it?
I did several times and it was so easy to delete people with it that I got bored pretty quickly.
When I encounter dizzy users I do a block test and see what they can do. Most just keep spamming it until I die and those are 5 stars and not some newbies.
FairUmbrella wrote: »The skill isn't unbalanced in any way, shape or form. It's only able to get a stun every 22 seconds due to off balance cooldown and then requires 2 gcds to stun the target.
*Those two hits to get the stun are very easy and then its already game over before cc break for light armor builds. Why this skill needs a added stun when there are multiple options to choose from?
Reducing the taste range to 2-3 m means effectively removing the skill from the game especially with positions on your client not matching up to what the server sees.
* -> dual wield does just fine and it has even lesser ranges. Lag should not be used as benchmark because it messes everything in general.
FairUmbrella wrote: »Does it justify it being a powerhouse all in one skill that has no real negatives making it easy to use and has immense reward value because its the only one? Imo not
Observation: those “non viable” non class stam spammables are basically the same power level as the best non class mag spammable.It's the only viable spammable outside of those fortunate enough to have class spammables, so no, it can't be nerfed. Bow has nothing, S+B damage skills were gutted, DW (flurry) is a joke in pvp, so really, Dizzying is the only option.
FairUmbrella wrote: »I have certain points that bothers me with this one skill when playing as magicka classes other than sorcerers. When I play stamina I dont mind this skill because its so much easier to counter.
Range: is still 7m because tooltip doesnt tell that anymore.. If its then its way too long even for a greatsword. Long reach makes it hard to evade for squishy builds in bg environments that are close quarters most of the time.
Paired with gap closers and staminas access to high movement speeds it can be almost impossible to not get hit by that multiple times in a short period no matter what is done to prevent it ie rolling,los,blocking,healing whatever.That ends zero resources pretty quickly and dying.
Multiple powerful effects:stun+ off balance+snare if immune to stun.
Those together are too much already for such a high performing ability.
To take out staminas crown as king of pvp I have some suggestions how to balance dizzy.
-Way higher cost if all functions are kept as they are because now its more than any other equivalent.
Maybe 4k stamina to prevent mindless jamming of this skill and having to think when to apply it in a burst combo
I would also like to see added fatigue mechanism similar to streak and roll dodge has to take some wind of out it.
It should take a toll on wielder to swing a big sword as it takes to defend against it by opponents.
Currently even with a bare minimum stamina pool and regen this can spammed very casually until most opponents die. Its way too easy to use. Anyone can do it after little practice on a dummy.
-Remove the snare possibility.
-Limit range to 2-3 meters. 7m is way too much when gap closers exist already. Then kiting should be more easier than its now.
+Buff class spammables to give alternatives to dizzy on stam classes
No, Dizzying swing is the only useable spammable for 3 stam specs (DK, Warden, Necro) while also being used on Stamplar and Stamsorc either to replace the class spammable (sorc) or to complement it (templar).
The skill isn't unbalanced in any way, shape or form. It's only able to get a stun every 22 seconds due to off balance cooldown and then requires 2 gcds to stun the target.
Reducing the taste range to 2-3 m means effectively removing the skill from the game especially with positions on your client not matching up to what the server sees.
There is absolutely no reason to change the skill and the only thing I agree on in this thread is buffing spammables who are utter trash like skulls or birds and giving stamdk a proper spammable to begin with.
ExistingRug61 wrote: »Observation: those “non viable” non class stam spammables are basically the same power level as the best non class mag spammable.
FairUmbrella wrote: »When I played on light armor with around 20k resist,2,2k crit resist and 23-24k health in bgs its really fast death and even after blocking, rolling them out when I am against swinging opponent they win 99% of those encounters
FairUmbrella wrote: »When I played on light armor with around 20k resist,2,2k crit resist and 23-24k
Magicka has nothing comparable to what dizzy offers.
I want swing to not be spammable anymore but a tactical power blast
ExistingRug61 wrote: »Observation: those “non viable” non class stam spammables are basically the same power level as the best non class mag spammable.It's the only viable spammable outside of those fortunate enough to have class spammables, so no, it can't be nerfed. Bow has nothing, S+B damage skills were gutted, DW (flurry) is a joke in pvp, so really, Dizzying is the only option.FairUmbrella wrote: »I have certain points that bothers me with this one skill when playing as magicka classes other than sorcerers. When I play stamina I dont mind this skill because its so much easier to counter.
Range: is still 7m because tooltip doesnt tell that anymore.. If its then its way too long even for a greatsword. Long reach makes it hard to evade for squishy builds in bg environments that are close quarters most of the time.
Paired with gap closers and staminas access to high movement speeds it can be almost impossible to not get hit by that multiple times in a short period no matter what is done to prevent it ie rolling,los,blocking,healing whatever.That ends zero resources pretty quickly and dying.
Multiple powerful effects:stun+ off balance+snare if immune to stun.
Those together are too much already for such a high performing ability.
To take out staminas crown as king of pvp I have some suggestions how to balance dizzy.
-Way higher cost if all functions are kept as they are because now its more than any other equivalent.
Maybe 4k stamina to prevent mindless jamming of this skill and having to think when to apply it in a burst combo
I would also like to see added fatigue mechanism similar to streak and roll dodge has to take some wind of out it.
It should take a toll on wielder to swing a big sword as it takes to defend against it by opponents.
Currently even with a bare minimum stamina pool and regen this can spammed very casually until most opponents die. Its way too easy to use. Anyone can do it after little practice on a dummy.
-Remove the snare possibility.
-Limit range to 2-3 meters. 7m is way too much when gap closers exist already. Then kiting should be more easier than its now.
+Buff class spammables to give alternatives to dizzy on stam classes
No, Dizzying swing is the only useable spammable for 3 stam specs (DK, Warden, Necro) while also being used on Stamplar and Stamsorc either to replace the class spammable (sorc) or to complement it (templar).
The skill isn't unbalanced in any way, shape or form. It's only able to get a stun every 22 seconds due to off balance cooldown and then requires 2 gcds to stun the target.
Reducing the taste range to 2-3 m means effectively removing the skill from the game especially with positions on your client not matching up to what the server sees.
There is absolutely no reason to change the skill and the only thing I agree on in this thread is buffing spammables who are utter trash like skulls or birds and giving stamdk a proper spammable to begin with.
So let’s say stam dk gets a new spammable, which I agree with you on. That would leave the two classes most dependent on d swing as stam warden and stam necro. Aren’t those two of the three specs that you identified in your the pts thread as needing to be toned down for pvp? (Sure, taking away their spammable is an indirect way to address the issues with those classes of high burst and inherent tankiness/heals, but not having access to a good spammable may force build compromises in those areas).
ExistingRug61 wrote: »Observation: those “non viable” non class stam spammables are basically the same power level as the best non class mag spammable.
Actually the non-viable one I was referring to was stone giant, which is an extremely clumsy ability with the inability to be cancelled. It's yuck.
Pretty much this.ExistingRug61 wrote: »Observation: those “non viable” non class stam spammables are basically the same power level as the best non class mag spammable.It's the only viable spammable outside of those fortunate enough to have class spammables, so no, it can't be nerfed. Bow has nothing, S+B damage skills were gutted, DW (flurry) is a joke in pvp, so really, Dizzying is the only option.
ExistingRug61 wrote: »Observation: those “non viable” non class stam spammables are basically the same power level as the best non class mag spammable.
Actually the non-viable one I was referring to was stone giant, which is an extremely clumsy ability with the inability to be cancelled. It's yuck.
Followed byIt's the only viable spammable outside of those fortunate enough to have class spammables
Bow has nothing, S+B damage skills were gutted, DW (flurry) is a joke in pvp, so really, Dizzying is the only option.
ExistingRug61 wrote: »Observation: those “non viable” non class stam spammables are basically the same power level as the best non class mag spammable.It's the only viable spammable outside of those fortunate enough to have class spammables, so no, it can't be nerfed. Bow has nothing, S+B damage skills were gutted, DW (flurry) is a joke in pvp, so really, Dizzying is the only option.FairUmbrella wrote: »I have certain points that bothers me with this one skill when playing as magicka classes other than sorcerers. When I play stamina I dont mind this skill because its so much easier to counter.
Range: is still 7m because tooltip doesnt tell that anymore.. If its then its way too long even for a greatsword. Long reach makes it hard to evade for squishy builds in bg environments that are close quarters most of the time.
Paired with gap closers and staminas access to high movement speeds it can be almost impossible to not get hit by that multiple times in a short period no matter what is done to prevent it ie rolling,los,blocking,healing whatever.That ends zero resources pretty quickly and dying.
Multiple powerful effects:stun+ off balance+snare if immune to stun.
Those together are too much already for such a high performing ability.
To take out staminas crown as king of pvp I have some suggestions how to balance dizzy.
-Way higher cost if all functions are kept as they are because now its more than any other equivalent.
Maybe 4k stamina to prevent mindless jamming of this skill and having to think when to apply it in a burst combo
I would also like to see added fatigue mechanism similar to streak and roll dodge has to take some wind of out it.
It should take a toll on wielder to swing a big sword as it takes to defend against it by opponents.
Currently even with a bare minimum stamina pool and regen this can spammed very casually until most opponents die. Its way too easy to use. Anyone can do it after little practice on a dummy.
-Remove the snare possibility.
-Limit range to 2-3 meters. 7m is way too much when gap closers exist already. Then kiting should be more easier than its now.
+Buff class spammables to give alternatives to dizzy on stam classes
No, Dizzying swing is the only useable spammable for 3 stam specs (DK, Warden, Necro) while also being used on Stamplar and Stamsorc either to replace the class spammable (sorc) or to complement it (templar).
The skill isn't unbalanced in any way, shape or form. It's only able to get a stun every 22 seconds due to off balance cooldown and then requires 2 gcds to stun the target.
Reducing the taste range to 2-3 m means effectively removing the skill from the game especially with positions on your client not matching up to what the server sees.
There is absolutely no reason to change the skill and the only thing I agree on in this thread is buffing spammables who are utter trash like skulls or birds and giving stamdk a proper spammable to begin with.
So let’s say stam dk gets a new spammable, which I agree with you on. That would leave the two classes most dependent on d swing as stam warden and stam necro. Aren’t those two of the three specs that you identified in your the pts thread as needing to be toned down for pvp? (Sure, taking away their spammable is an indirect way to address the issues with those classes of high burst and inherent tankiness/heals, but not having access to a good spammable may force build compromises in those areas).
Nerfing dizzying swing doesn't fix any of the issues with the two specs as they can still swap to master DW or if you'd nerf everything to the levels of birds and skulls they'd still be unkillable tanks who will either zerg you down or be just like now a waste of time to fight until they pop 500 balorgh vamp ult and try to get kills with their trashy spammables.
That's not helping the game in any way in my eyes
ExistingRug61 wrote: »ExistingRug61 wrote: »Observation: those “non viable” non class stam spammables are basically the same power level as the best non class mag spammable.It's the only viable spammable outside of those fortunate enough to have class spammables, so no, it can't be nerfed. Bow has nothing, S+B damage skills were gutted, DW (flurry) is a joke in pvp, so really, Dizzying is the only option.FairUmbrella wrote: »I have certain points that bothers me with this one skill when playing as magicka classes other than sorcerers. When I play stamina I dont mind this skill because its so much easier to counter.
Range: is still 7m because tooltip doesnt tell that anymore.. If its then its way too long even for a greatsword. Long reach makes it hard to evade for squishy builds in bg environments that are close quarters most of the time.
Paired with gap closers and staminas access to high movement speeds it can be almost impossible to not get hit by that multiple times in a short period no matter what is done to prevent it ie rolling,los,blocking,healing whatever.That ends zero resources pretty quickly and dying.
Multiple powerful effects:stun+ off balance+snare if immune to stun.
Those together are too much already for such a high performing ability.
To take out staminas crown as king of pvp I have some suggestions how to balance dizzy.
-Way higher cost if all functions are kept as they are because now its more than any other equivalent.
Maybe 4k stamina to prevent mindless jamming of this skill and having to think when to apply it in a burst combo
I would also like to see added fatigue mechanism similar to streak and roll dodge has to take some wind of out it.
It should take a toll on wielder to swing a big sword as it takes to defend against it by opponents.
Currently even with a bare minimum stamina pool and regen this can spammed very casually until most opponents die. Its way too easy to use. Anyone can do it after little practice on a dummy.
-Remove the snare possibility.
-Limit range to 2-3 meters. 7m is way too much when gap closers exist already. Then kiting should be more easier than its now.
+Buff class spammables to give alternatives to dizzy on stam classes
No, Dizzying swing is the only useable spammable for 3 stam specs (DK, Warden, Necro) while also being used on Stamplar and Stamsorc either to replace the class spammable (sorc) or to complement it (templar).
The skill isn't unbalanced in any way, shape or form. It's only able to get a stun every 22 seconds due to off balance cooldown and then requires 2 gcds to stun the target.
Reducing the taste range to 2-3 m means effectively removing the skill from the game especially with positions on your client not matching up to what the server sees.
There is absolutely no reason to change the skill and the only thing I agree on in this thread is buffing spammables who are utter trash like skulls or birds and giving stamdk a proper spammable to begin with.
So let’s say stam dk gets a new spammable, which I agree with you on. That would leave the two classes most dependent on d swing as stam warden and stam necro. Aren’t those two of the three specs that you identified in your the pts thread as needing to be toned down for pvp? (Sure, taking away their spammable is an indirect way to address the issues with those classes of high burst and inherent tankiness/heals, but not having access to a good spammable may force build compromises in those areas).
Nerfing dizzying swing doesn't fix any of the issues with the two specs as they can still swap to master DW or if you'd nerf everything to the levels of birds and skulls they'd still be unkillable tanks who will either zerg you down or be just like now a waste of time to fight until they pop 500 balorgh vamp ult and try to get kills with their trashy spammables.
That's not helping the game in any way in my eyes
You’re right that it may not necessarily help.
But in my eyes, having the “best” spammable as a generic option is part of the problem of class balance.
In fact, any time the “best” option for any type of skill (be it spammable, execute, delayed burst, heal, defensive etc) is a generic skill the game is unavoidably going to run into balance issues, as it reduces or removes the potential for differences in classes strengths and weaknesses.
Simplistically, it means that you can’t have say one class that has a strong spammable but a weak delayed burst and another with a weak spammable and strong delayed burst. On their own, these two class designs can be balanced even though they have different strengths. However, if there is also a strong generic spammable, suddenly the second of those classes has access to both a strong spammable and a strong delayed burst, whereas the first has a choice of two strong spammables (but only needs one), but still only has a weak delayed burst. And thus the previously balanced classes becomes unbalanced.
We see this currently in the original four classes compared to the newer two - the original four were designed more in this fashion with different strengths and weakness in their types of skills, and at the time generic skills filled gaps but were not frequently the best option. Now we have some generic skills being the best of their type, which is superfluous and doesn’t really help those of the original four classes that were already strong in those areas, and the two newer classes are designed in such a way that their in class strengths cover the areas lacking from strong generic skills, meaning they can build almost without a weak area. Taking away the instances where the best option for a skill type is a generic skill would potentially be a step to equalise the newer classes with the original four in terms of design.
Unfortunately, it seems ZOS is unwilling or unable to approach balance in such a way given their trend towards generic and standardised skills, so it is likely my view on this is somewhat antiquated and no longer feasible in the context of the current game.
Dizzy overloaded? Compared to what? Force Pulse?
Compared to Surprise Attack, Crystal Weapon, or the new Frost Staff clench, it doesn't do enough!
FairUmbrella wrote: »Dizzy overloaded? Compared to what? Force Pulse?
Compared to Surprise Attack, Crystal Weapon, or the new Frost Staff clench, it doesn't do enough!
Surprise attack has pretty much same specs as dizzy btw. Crystal weapon doesnt stunlock but has minor buff+nice dmg. Its prime example about a good spammable same as wrecking blow.
Dizzy needs to lose at bare minimum the snare and apply the stun perhaps at third hit rather than second to give better chance to avoid it if flanked or hit from behind and have higher cost of stam or make a wrecking blow mag spammable with dizzy specs so its the same for all then.
FairUmbrella wrote: »Does it justify it being a powerhouse all in one skill that has no real negatives making it easy to use and has immense reward value because its the only one? Imo not
It's not a powerhouse tho, the stun is tied to off balance which means people can just hold block for 7 seconds while they're OB and you'll never stun them.
The skill is dodgeable, blockable and is telegraphed for you to react to it.
Compare it to jabs or suprise attack and there is nothing broken or overperforming about it anymore.
FairUmbrella wrote: »FairUmbrella wrote: »Does it justify it being a powerhouse all in one skill that has no real negatives making it easy to use and has immense reward value because its the only one? Imo not
It's not a powerhouse tho, the stun is tied to off balance which means people can just hold block for 7 seconds while they're OB and you'll never stun them.
The skill is dodgeable, blockable and is telegraphed for you to react to it.
Compare it to jabs or suprise attack and there is nothing broken or overperforming about it anymore.
I dont have issues with jabs or surprise at all.
Those are fine. Hit nb with anything and they run if did not manage to get a gank.
You forget magicka toons has limited pool of stamina or if its decent something else usually had to be sacrificied maybe its gold for tristats as minimum.
You also forget that the moment I let go of block I get hit hard first and second hit is already being animation cancelled via button mash so before I can do something really meaningful to pressure you I got stunned while trying to counter the spam channel.
Dizzy is pretty fast with 0.8 cast time and users are tanky to bone so what I can hit them with doesnt hurt them much.
I know that if I run through them,go circles etc it’s avoided pretty easily but many have major expedition, wild hunt so they can keep up with kites. Its really not so easy to pull of in cramped spaces. Open areas its not a problem if class can get good speed without sacrificing other important aspects of a build
FairUmbrella wrote: »
To take out staminas crown as king of pvp I have some suggestions how to balance dizzy.
-Way higher cost if all functions are kept as they are because now its more than any other equivalent.
Maybe 4k stamina to prevent mindless jamming of this skill and having to think when to apply it in a burst combo
I would also like to see added fatigue mechanism similar to streak and roll dodge has to take some wind of out it.
It should take a toll on wielder to swing a big sword as it takes to defend against it by opponents.
Currently even with a bare minimum stamina pool and regen this can spammed very casually until most opponents die. Its way too easy to use. Anyone can do it after little practice on a dummy.
-Remove the snare possibility.
-Limit range to 2-3 meters. 7m is way too much when gap closers exist already. Then kiting should be more easier than its now.
+Buff class spammables to give alternatives to dizzy on stam classes
FairUmbrella wrote: »Just did a team bg as pug with my tank warden:plague doctor weapons,body pariah,light armor zoal monster for giggles so that others would have a slight chance to kill it
Healthy jewels,weapon dmg. 43k health with tri food
You see its pretty much zero dmg invested build and still hit 5k dizzies,shalks with 3.5k meager weapon damage
Destroyed everything that had medium,light armor and heavy armor stam cros as well. None could kite or block it long enough or if tried died after resources ended took just bit longer than insta ko.
13 kills,13 assists,4 deaths
I just spammed dizzy and shalks most of the time deleting people left and right, in pairs etc without dying other than being sloppy. Artic wind god mode healing with such a health.
Easy mode I have to say, never felt so powerful as any of my mag toons than what I did as stamden. I totally disagree that this skill is balanced as it is.
Imagine how hard it hits with a build that actually specs into dmg.