@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @ZOS_Wrobel Just look at the amount of (longtime) players in this thread that are already unsubbing, simply because of a lack of communication. There are a couple of major issues like this in this patch that require just a simple comment saying "we are aware of the issue". Just a simple comment like that would have been enough, but it seems you simply don't care. This is not just dumb, but also extremely neglectful towards players that have supported this game for years now, some even loyal beta testers.
Honestly, if there is nothing about this issue in the patch notes... I'm just gonna say screw you and screw this game. You can edit my comment or close this thread. I don't give a frak anymore. I'm sure there are others that would instantly make a new thread anyway.
- Dizzying Swing often deals less dmg per hit than other spammable abilities like Surprise Attack.
- DW and SnB combos deal more dmg than 2h combos as a whole and are reliable.
- Dizzying Swing was already difficult to land on experienced players and had a bit of a learning curve.
- Dizzying Swing is the only reliable burst dmg source for some specs such as Stamplar against Evasion users.
Based on these points, I very much doubt that this change is intended and if it is then it is a really bad one.
Imho speed(Major Expedition) was the main factor that made d-swing usable in the fast paced environment of open world PvP since it is a fairly easy move to counter. Now there's no speed or d-swing just super slow paced gameplay where alot of stam classes is forced to use the lame rending+dawnbreaker+spin2win combo. They should've just got rid of swift...
mr_wazzabi wrote: »I hope cast time bug is fixed in tomorrow's patch
mr_wazzabi wrote: »I hope cast time bug is fixed in tomorrow's patch
Fixed an issue with a quest in Murkmire
Nerftheforums wrote: »
TheBonesXXX wrote: »Nerftheforums wrote: »
I don't die to snipe, so people dying to snipe lack either situational awareness or they're reactions are slow (nerve damage does it)
ZOS, with the Murkmire patch, dizzy swing is now completely unreliable and broken. It was always a challenge to reliably it this ability, especially in lag and against mobile opponents that circle around you. Right now though, it is completely broken. And I think this has to do with what you changed in the aiming system, to make templar jabs hit more reliably.
You can test this on any mob, player or dummy. Try 3 different things:
1. Stand still in front of the dummy, and cast dizzy swing, while aiming at the dummy. It will will not cancel.
2. Use dizzy swing while moving backwards and forwards, aiming at the dummy. It will not cancel.
3. Use dizzy swing while circling around the dummy, while trying to aim at the dummy. You will notice that it will sometimes cancel.
When I repeatedly tested scenario 3, I found out that the moment you take your reticule off the target just one tiny bit, the animation will cancel. This practically makes dizzy swing useless for pvp where the target will be moving around, and through you, and where you will be snared very often. This was always a problem, but with this change to the aiming system or w/e it was that you did, it just doesn't work at all anymore.
What I often used to do to force a hit on dizzy swing was activate dizzy swing, move through/past the opponent, turn around and hit your opponent while moving towards him. This now isn't possible anymore because by moving through/past the opponent your reticule will be off the target for a fraction of a sec. It is unrealistic to be able to keep the reticule on target 100% of the time in a pvp battle. I can guarantee you the skill will be useless if it stays like this.
@ZOS_GinaBruno can you please bring this issue to the attention of the devs? Dizzy swing always was a very unreliable ability as it was, and it took skill and coördination to land it. Please don't let this playstyle stay in this broken state.
EDIT: Just tried it in a duel and it is impossible to land a hit. Well done ZOS!!