WrathOfInnos wrote: »I don’t find it overpowered at all. Sure it hits hard, but the cast time and limited range make it very hard to land against a good player. It also requires the user to drop block, so anyone spamming it is vulnerable to stuns and burst.
If I had to change anything it would be to remove the clunky cast time. Obviously the damage would need to be adjusted accordingly to maintain current power level, but it would be more reliable and accessible as a result.
FairUmbrella wrote: »Just did a team bg as pug with my pve selfish 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,160 weapon dmg each. 43k health with tri food. Blue and green pieces mostly except monster and with random traits,no weapon dmg glyph on weapons. Base impen mostly.
You see its pretty much zero dmg invested highly unoptimized build and still hit 5k dizzies,shalks with 3.5k meager weapon damage. Regens 6-700 each,regen from netch, max stam what food gives and some armor glyphs.
Penetration just 3.3k.
Destroyed everything that had medium,light armor and some 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. Those players were similar average skill joe’s as myself at that round.
Against average players dizzy is super strong currently on stam necros,wardens,dks etc those that use it as their prime spammable skill. Majority of players are just average such as myself and only minority in numbers are what could be described as elite levels.
It definitely needs some tuning to make pvp more attractive to those newer players that will absolutely get wrecked by it from those that have had some experience in pvp well before even learning how to counter it.
13 kills,13 assists,4 deaths
I just spammed dizzy and shalks if remembered that still they exist on my bar deleting people left and right, in pairs etc without dying other than being too sloppy. with resources
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. My average level as mag dk is probably 5 kills,8-11deaths no matter if use 5 light or 5 heavy armor or combined and I had to sweat to get those meager scores and actually put effort into the building process.
So I totally disagree that this skill is balanced as it is.
Imagine how hard it hits with a build that actually specs into dmg and in the hands of a player who has around 3k hours of experience to practice rather than some casual who can instantly double his score with scarecrow of a build on a class he rarely even plays.
FairUmbrella wrote: »Just did a team bg as pug with my pve selfish 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,160 weapon dmg each. 43k health with tri food. Blue and green pieces mostly except monster and with random traits,no weapon dmg glyph on weapons. Base impen mostly.
You see its pretty much zero dmg invested highly unoptimized build and still hit 5k dizzies,shalks with 3.5k meager weapon damage. Regens 6-700 each,regen from netch, max stam what food gives and some armor glyphs.
Penetration just 3.3k.
Destroyed everything that had medium,light armor and some 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. Those players were similar average skill joe’s as myself at that round.
Against average players dizzy is super strong currently on stam necros,wardens,dks etc those that use it as their prime spammable skill. Majority of players are just average such as myself and only minority in numbers are what could be described as elite levels.
It definitely needs some tuning to make pvp more attractive to those newer players that will absolutely get wrecked by it from those that have had some experience in pvp well before even learning how to counter it.
13 kills,13 assists,4 deaths
I just spammed dizzy and shalks if remembered that still they exist on my bar deleting people left and right, in pairs etc without dying other than being too sloppy. with resources
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. My average level as mag dk is probably 5 kills,8-11deaths no matter if use 5 light or 5 heavy armor or combined and I had to sweat to get those meager scores and actually put effort into the building process.
So I totally disagree that this skill is balanced as it is.
Imagine how hard it hits with a build that actually specs into dmg and in the hands of a player who has around 3k hours of experience to practice rather than some casual who can instantly double his score with scarecrow of a build on a class he rarely even plays.
If people are dying to a 43k health tank spamming dizzyin swing it says more about your opponents than the ability itself.
FairUmbrella wrote: »As far as I know this isnt a science forum were certain formulas are to be expected before voicing opinion so either believe or not. Might take screenshot next time but it absolutely changes nothing if what is been said is already truthful. I have zero interest in lying.
FairUmbrella wrote: »As far as I know this isnt a science forum were certain formulas are to be expected before voicing opinion so either believe or not. Might take screenshot next time but it absolutely changes nothing if what is been said is already truthful. I have zero interest in lying.
It's to be expected to either provide screenshots of things you claim or have actual explanations that go further than: "That skill is so op because I got a kill with it"
None of the things you claimed about Dizzying swing being overpowered are right and people have explained why:
1. 4-5 of 6 stamspecs tend to run it, because all other spammables that they have access to are utter trash
2. It's not overperforming due to counterplay by being both dodgeable and blockable and by having a distinctive visual cue during its channel time.
Dizzying swing is in line with the performance of suprise attack and jabs and is almost always replaced by those two skills on the classes having access to it, this is further evidence that the skill is not overperforming.
FairUmbrella wrote: »FairUmbrella wrote: »Just did a team bg as pug with my pve selfish 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,160 weapon dmg each. 43k health with tri food. Blue and green pieces mostly except monster and with random traits,no weapon dmg glyph on weapons. Base impen mostly.
You see its pretty much zero dmg invested highly unoptimized build and still hit 5k dizzies,shalks with 3.5k meager weapon damage. Regens 6-700 each,regen from netch, max stam what food gives and some armor glyphs.
Penetration just 3.3k.
Destroyed everything that had medium,light armor and some 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. Those players were similar average skill joe’s as myself at that round.
Against average players dizzy is super strong currently on stam necros,wardens,dks etc those that use it as their prime spammable skill. Majority of players are just average such as myself and only minority in numbers are what could be described as elite levels.
It definitely needs some tuning to make pvp more attractive to those newer players that will absolutely get wrecked by it from those that have had some experience in pvp well before even learning how to counter it.
13 kills,13 assists,4 deaths
I just spammed dizzy and shalks if remembered that still they exist on my bar deleting people left and right, in pairs etc without dying other than being too sloppy. with resources
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. My average level as mag dk is probably 5 kills,8-11deaths no matter if use 5 light or 5 heavy armor or combined and I had to sweat to get those meager scores and actually put effort into the building process.
So I totally disagree that this skill is balanced as it is.
Imagine how hard it hits with a build that actually specs into dmg and in the hands of a player who has around 3k hours of experience to practice rather than some casual who can instantly double his score with scarecrow of a build on a class he rarely even plays.
If people are dying to a 43k health tank spamming dizzyin swing it says more about your opponents than the ability itself.
Raising its cost makes you complain that resources will be gone so have you played a mag dk for a while? Their whole kit has way higher cost than most stamina builds combined. Are those skills op that they need to be expensive? Coag is great heal but most dmg skills are mediocre at best imo. Leap is great as well
If mag dks can come to terms with costly skills so can stamina imo if it ever comes to that.
FairUmbrella wrote: »Just did a team bg as pug with my pve selfish tank warden:
13 kills,13 assists,4 deaths
FairUmbrella wrote: »FairUmbrella wrote: »Just did a team bg as pug with my pve selfish 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,160 weapon dmg each. 43k health with tri food. Blue and green pieces mostly except monster and with random traits,no weapon dmg glyph on weapons. Base impen mostly.
You see its pretty much zero dmg invested highly unoptimized build and still hit 5k dizzies,shalks with 3.5k meager weapon damage. Regens 6-700 each,regen from netch, max stam what food gives and some armor glyphs.
Penetration just 3.3k.
Destroyed everything that had medium,light armor and some 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. Those players were similar average skill joe’s as myself at that round.
Against average players dizzy is super strong currently on stam necros,wardens,dks etc those that use it as their prime spammable skill. Majority of players are just average such as myself and only minority in numbers are what could be described as elite levels.
It definitely needs some tuning to make pvp more attractive to those newer players that will absolutely get wrecked by it from those that have had some experience in pvp well before even learning how to counter it.
13 kills,13 assists,4 deaths
I just spammed dizzy and shalks if remembered that still they exist on my bar deleting people left and right, in pairs etc without dying other than being too sloppy. with resources
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. My average level as mag dk is probably 5 kills,8-11deaths no matter if use 5 light or 5 heavy armor or combined and I had to sweat to get those meager scores and actually put effort into the building process.
So I totally disagree that this skill is balanced as it is.
Imagine how hard it hits with a build that actually specs into dmg and in the hands of a player who has around 3k hours of experience to practice rather than some casual who can instantly double his score with scarecrow of a build on a class he rarely even plays.
If people are dying to a 43k health tank spamming dizzyin swing it says more about your opponents than the ability itself.
Raising its cost makes you complain that resources will be gone so have you played a mag dk for a while? Their whole kit has way higher cost than most stamina builds combined. Are those skills op that they need to be expensive? Coag is great heal but most dmg skills are mediocre at best imo. Leap is great as well
If mag dks can come to terms with costly skills so can stamina imo if it ever comes to that.
I play Magic DK more than any other class, I don't think anyone's arguing that DK's abilities don't have an insane magic cost. But the thing is, it's possible to work around that if you really want to. There's literally a CP passive that restores magicka to you whenever you kill a target, not only that DK's ultimates help to reset your mag pool because of their Battle Roar passive. I play Mag DK with about 1200 mag regen and only 3 pieces of light armor and I can sustain well enough to play on my own. The difference between a Mag DK and a stam toon though is that a Mag DK doesn't have to deal damage, block, heal, sprint, break free, and dodge with their magicka. Stamina has to do all of that with their pool, mag users have the leisure of being able to sit on stamina sometimes, meanwhile stamina users don't. Classes like mag sorc can spam their dark conversion because they're able to sit on a pool of stamina quite easily. Mag classes only use stam actively in a fight to block/break free/ and dodge and if you're using slippery CP passive you get granted a free break free and cc immunity which allows you to conserve stamina.
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
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
First, a bit of context,
When ESO was released there were no class abilities that utilized stamina, zero. Therefore the weapon lines were the only way a player could decide a Stamina/Magicka focus.
Back then both morphs did a 4m knock back and 3.5 second stun with a 1.1 second cast time. Wrecking had the empower and Dizzy had the maim. Consequently, nobody used Dizzy. Out of those that used either morph, they were overwhelmingly gankers.
Over time and with the introduction of stamina class morphs, the devs have been adjusting both Dizzy and Wrecking on a fairly regular schedule, every year or so.
Now for your suggestions-
1) Range Reduction-
I can actually get on board with this, but your range of 2-3 meters is wholly inconsistent with all other melee abilities in the game at 5m. The premise behind 2h abilities being 7m is outdated due to the general availability of speed to characters today. No longer is it true that heavy brawlers are super slow and require this much compensation, especially with it's cat time reduction. So I can see setting it to 5m, though I have to point out that having a cast time AND 5m may be too punishing.
2) It's multiple effects-
The Stun with Off Balance is also consistent with other spammable abilities and I would agru should be placed back onto BOTH Morphs. However I will concede that the snare should be removed, but not because it's out of line, but rather useless. Instead the morphs should go back to their original design and offer Empower or Maim.
3) Cost Increase-
Your suggestion here is based solely on bias. The ability conforms to spammables cost across the board for all types.
4) It's damage-
Comparatively speaking, it does a smidge more damage because it has a cast time, but overall it's very comparable to all the other spammables of both types.
If you are having issues with Dizzy/Wrecking, I would suggest looking into how you play, your build or possibly both. I'd rather deal with a cast time spammable any day over an instant. It's much easier, to me, to block/roll/shield/heal and ability with a telegraph than an instant with no telegraph.
Now of course we have all taken this ability to the face, probably hundreds of times by this point. However it's still far easier to defend against.
And finally,
I wholeheartedly agree that they should make class abilities more attractive, especially spammables. However, what would really be the point of the weapon lines then?
I also suspect next update you will see a large shift to Crushing Weapon on some specific builds and will be wishing you could go back to dealing with Dizzy spam.
FairUmbrella wrote: »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
First, a bit of context,
When ESO was released there were no class abilities that utilized stamina, zero. Therefore the weapon lines were the only way a player could decide a Stamina/Magicka focus.
Back then both morphs did a 4m knock back and 3.5 second stun with a 1.1 second cast time. Wrecking had the empower and Dizzy had the maim. Consequently, nobody used Dizzy. Out of those that used either morph, they were overwhelmingly gankers.
Over time and with the introduction of stamina class morphs, the devs have been adjusting both Dizzy and Wrecking on a fairly regular schedule, every year or so.
Now for your suggestions-
1) Range Reduction-
I can actually get on board with this, but your range of 2-3 meters is wholly inconsistent with all other melee abilities in the game at 5m. The premise behind 2h abilities being 7m is outdated due to the general availability of speed to characters today. No longer is it true that heavy brawlers are super slow and require this much compensation, especially with it's cat time reduction. So I can see setting it to 5m, though I have to point out that having a cast time AND 5m may be too punishing.
2) It's multiple effects-
The Stun with Off Balance is also consistent with other spammable abilities and I would agru should be placed back onto BOTH Morphs. However I will concede that the snare should be removed, but not because it's out of line, but rather useless. Instead the morphs should go back to their original design and offer Empower or Maim.
3) Cost Increase-
Your suggestion here is based solely on bias. The ability conforms to spammables cost across the board for all types.
4) It's damage-
Comparatively speaking, it does a smidge more damage because it has a cast time, but overall it's very comparable to all the other spammables of both types.
If you are having issues with Dizzy/Wrecking, I would suggest looking into how you play, your build or possibly both. I'd rather deal with a cast time spammable any day over an instant. It's much easier, to me, to block/roll/shield/heal and ability with a telegraph than an instant with no telegraph.
Now of course we have all taken this ability to the face, probably hundreds of times by this point. However it's still far easier to defend against.
And finally,
I wholeheartedly agree that they should make class abilities more attractive, especially spammables. However, what would really be the point of the weapon lines then?
I also suspect next update you will see a large shift to Crushing Weapon on some specific builds and will be wishing you could go back to dealing with Dizzy spam.
I feel that I have learned something from you today. Great piece what you wrote there.
The powercreep has made my favorite glasscannon playstyle pretty much obsolete patch after patch as magicka toons. So many skills hit like a train that eventually something can hit no matter how well I try to defend from them. It feels cheap I have to admit after getting deleted my walking juggernauts that barely block or roll dodge while pushing through insane amounts of incoming damage and keeping up full offense at the same time
Creep kills diversity and now I use same defensive sets with all builds except my stam sorc that moves fast enough away from dizzy spammers.
Crushing will definitely be strong but its even more clunkier than dizzy but can hit further away. Pariah will be needed 🤪
FairUmbrella wrote: »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
First, a bit of context,
When ESO was released there were no class abilities that utilized stamina, zero. Therefore the weapon lines were the only way a player could decide a Stamina/Magicka focus.
Back then both morphs did a 4m knock back and 3.5 second stun with a 1.1 second cast time. Wrecking had the empower and Dizzy had the maim. Consequently, nobody used Dizzy. Out of those that used either morph, they were overwhelmingly gankers.
Over time and with the introduction of stamina class morphs, the devs have been adjusting both Dizzy and Wrecking on a fairly regular schedule, every year or so.
Now for your suggestions-
1) Range Reduction-
I can actually get on board with this, but your range of 2-3 meters is wholly inconsistent with all other melee abilities in the game at 5m. The premise behind 2h abilities being 7m is outdated due to the general availability of speed to characters today. No longer is it true that heavy brawlers are super slow and require this much compensation, especially with it's cat time reduction. So I can see setting it to 5m, though I have to point out that having a cast time AND 5m may be too punishing.
2) It's multiple effects-
The Stun with Off Balance is also consistent with other spammable abilities and I would agru should be placed back onto BOTH Morphs. However I will concede that the snare should be removed, but not because it's out of line, but rather useless. Instead the morphs should go back to their original design and offer Empower or Maim.
3) Cost Increase-
Your suggestion here is based solely on bias. The ability conforms to spammables cost across the board for all types.
4) It's damage-
Comparatively speaking, it does a smidge more damage because it has a cast time, but overall it's very comparable to all the other spammables of both types.
If you are having issues with Dizzy/Wrecking, I would suggest looking into how you play, your build or possibly both. I'd rather deal with a cast time spammable any day over an instant. It's much easier, to me, to block/roll/shield/heal and ability with a telegraph than an instant with no telegraph.
Now of course we have all taken this ability to the face, probably hundreds of times by this point. However it's still far easier to defend against.
And finally,
I wholeheartedly agree that they should make class abilities more attractive, especially spammables. However, what would really be the point of the weapon lines then?
I also suspect next update you will see a large shift to Crushing Weapon on some specific builds and will be wishing you could go back to dealing with Dizzy spam.
I feel that I have learned something from you today. Great piece what you wrote there.
The powercreep has made my favorite glasscannon playstyle pretty much obsolete patch after patch as magicka toons. So many skills hit like a train that eventually something can hit no matter how well I try to defend from them. It feels cheap I have to admit after getting deleted my walking juggernauts that barely block or roll dodge while pushing through insane amounts of incoming damage and keeping up full offense at the same time
Creep kills diversity and now I use same defensive sets with all builds except my stam sorc that moves fast enough away from dizzy spammers.
Crushing will definitely be strong but its even more clunkier than dizzy but can hit further away. Pariah will be needed 🤪
any ability that isn't reliable directly drops to the trash tier just like crushing weapon or dizzy with a 5m range.
this game doesn't need more useless abilities
FairUmbrella wrote: »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
First, a bit of context,
When ESO was released there were no class abilities that utilized stamina, zero. Therefore the weapon lines were the only way a player could decide a Stamina/Magicka focus.
Back then both morphs did a 4m knock back and 3.5 second stun with a 1.1 second cast time. Wrecking had the empower and Dizzy had the maim. Consequently, nobody used Dizzy. Out of those that used either morph, they were overwhelmingly gankers.
Over time and with the introduction of stamina class morphs, the devs have been adjusting both Dizzy and Wrecking on a fairly regular schedule, every year or so.
Now for your suggestions-
1) Range Reduction-
I can actually get on board with this, but your range of 2-3 meters is wholly inconsistent with all other melee abilities in the game at 5m. The premise behind 2h abilities being 7m is outdated due to the general availability of speed to characters today. No longer is it true that heavy brawlers are super slow and require this much compensation, especially with it's cat time reduction. So I can see setting it to 5m, though I have to point out that having a cast time AND 5m may be too punishing.
2) It's multiple effects-
The Stun with Off Balance is also consistent with other spammable abilities and I would agru should be placed back onto BOTH Morphs. However I will concede that the snare should be removed, but not because it's out of line, but rather useless. Instead the morphs should go back to their original design and offer Empower or Maim.
3) Cost Increase-
Your suggestion here is based solely on bias. The ability conforms to spammables cost across the board for all types.
4) It's damage-
Comparatively speaking, it does a smidge more damage because it has a cast time, but overall it's very comparable to all the other spammables of both types.
If you are having issues with Dizzy/Wrecking, I would suggest looking into how you play, your build or possibly both. I'd rather deal with a cast time spammable any day over an instant. It's much easier, to me, to block/roll/shield/heal and ability with a telegraph than an instant with no telegraph.
Now of course we have all taken this ability to the face, probably hundreds of times by this point. However it's still far easier to defend against.
And finally,
I wholeheartedly agree that they should make class abilities more attractive, especially spammables. However, what would really be the point of the weapon lines then?
I also suspect next update you will see a large shift to Crushing Weapon on some specific builds and will be wishing you could go back to dealing with Dizzy spam.
I feel that I have learned something from you today. Great piece what you wrote there.
The powercreep has made my favorite glasscannon playstyle pretty much obsolete patch after patch as magicka toons. So many skills hit like a train that eventually something can hit no matter how well I try to defend from them. It feels cheap I have to admit after getting deleted my walking juggernauts that barely block or roll dodge while pushing through insane amounts of incoming damage and keeping up full offense at the same time
Creep kills diversity and now I use same defensive sets with all builds except my stam sorc that moves fast enough away from dizzy spammers.
Crushing will definitely be strong but its even more clunkier than dizzy but can hit further away. Pariah will be needed 🤪
any ability that isn't reliable directly drops to the trash tier just like crushing weapon or dizzy with a 5m range.
this game doesn't need more useless abilities
But I can totally disagree that dropping Dizzy/Wrecking to 5m would not put it in the useless category, like suddenly most stamwardens would switch to birds. Not gonna happen.
FairUmbrella wrote: »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
First, a bit of context,
When ESO was released there were no class abilities that utilized stamina, zero. Therefore the weapon lines were the only way a player could decide a Stamina/Magicka focus.
Back then both morphs did a 4m knock back and 3.5 second stun with a 1.1 second cast time. Wrecking had the empower and Dizzy had the maim. Consequently, nobody used Dizzy. Out of those that used either morph, they were overwhelmingly gankers.
Over time and with the introduction of stamina class morphs, the devs have been adjusting both Dizzy and Wrecking on a fairly regular schedule, every year or so.
Now for your suggestions-
1) Range Reduction-
I can actually get on board with this, but your range of 2-3 meters is wholly inconsistent with all other melee abilities in the game at 5m. The premise behind 2h abilities being 7m is outdated due to the general availability of speed to characters today. No longer is it true that heavy brawlers are super slow and require this much compensation, especially with it's cat time reduction. So I can see setting it to 5m, though I have to point out that having a cast time AND 5m may be too punishing.
2) It's multiple effects-
The Stun with Off Balance is also consistent with other spammable abilities and I would agru should be placed back onto BOTH Morphs. However I will concede that the snare should be removed, but not because it's out of line, but rather useless. Instead the morphs should go back to their original design and offer Empower or Maim.
3) Cost Increase-
Your suggestion here is based solely on bias. The ability conforms to spammables cost across the board for all types.
4) It's damage-
Comparatively speaking, it does a smidge more damage because it has a cast time, but overall it's very comparable to all the other spammables of both types.
If you are having issues with Dizzy/Wrecking, I would suggest looking into how you play, your build or possibly both. I'd rather deal with a cast time spammable any day over an instant. It's much easier, to me, to block/roll/shield/heal and ability with a telegraph than an instant with no telegraph.
Now of course we have all taken this ability to the face, probably hundreds of times by this point. However it's still far easier to defend against.
And finally,
I wholeheartedly agree that they should make class abilities more attractive, especially spammables. However, what would really be the point of the weapon lines then?
I also suspect next update you will see a large shift to Crushing Weapon on some specific builds and will be wishing you could go back to dealing with Dizzy spam.
I feel that I have learned something from you today. Great piece what you wrote there.
The powercreep has made my favorite glasscannon playstyle pretty much obsolete patch after patch as magicka toons. So many skills hit like a train that eventually something can hit no matter how well I try to defend from them. It feels cheap I have to admit after getting deleted my walking juggernauts that barely block or roll dodge while pushing through insane amounts of incoming damage and keeping up full offense at the same time
Creep kills diversity and now I use same defensive sets with all builds except my stam sorc that moves fast enough away from dizzy spammers.
Crushing will definitely be strong but its even more clunkier than dizzy but can hit further away. Pariah will be needed 🤪
any ability that isn't reliable directly drops to the trash tier just like crushing weapon or dizzy with a 5m range.
this game doesn't need more useless abilities
If you think Crushing is useless, you aren't using it properly.
But I can totally disagree that dropping Dizzy/Wrecking to 5m would not put it in the useless category, like suddenly most stamwardens would switch to birds. Not gonna happen.
However, as in my original post, I do think the cast time would probably need to be removed if the range were to drop to 5m. But over all the ability's usefulness doesn't hinge on it's extra 2m range and in fact I doubt it would be much noticed at all.
I only notice the range increase when someone runs from me lol.
FairUmbrella wrote: »I do run pvp geared traits even on non-meta builds that I like to run to challenge myself. I play anti-meta because its often way too easy to be a stimulating experience.
I can also be best of my team as well as the worst.
I have certain opinions about this topic which I am entitled to raise so no one is disrespecting anyone other than misunderstanding it as such in their own minds. I am not the first to do so and mostly not last either to complain about dizzy
What is viable and whats not is highly subjective in nature in all regards
I am also a console player who doesnt have access to pts which I mentioned and also play bgs exclusively for last 5 years(not mentioned before)