Exalted_Goose wrote: »
- The target, (i.e., any PvP'er with a moderate level of experience and awareness), moves into you, cancelling the charge.
- The target moves out of range while you're charging it up.
- The target strafes you; you can't keep up, cancelling the charge.
- The target strafes you; you DO keep up, but the charge still gets cancelled.
- You get snared.
- You get rooted.
- You get CC'd.
- (In Cyrodiil especially), the 1-second cast time is dramatically increased by lag, meaning that you're often stuck in the animation sequence for anywhere up to 5 seconds before it ultimately fails to cast. During said time, you can't cast any other abilities, nor reliably block and/or dodgeroll - you are rendered completely inert for several seconds, often resulting in an infuriating death. This sometimes happens in BGs, albeit not nearly as dramatically, with the animation being extended by only a semi-notceable 1/2 a second.
- (In Cyrodiil especially), despite the game charging the ability, the charge animation is never actually shown, meaning that you often falsely believe that it hasn't worked. Thus, you mash the key again or try something else, ultimately cancelling the initial charge.
- You can take a lot of damage in a second, especially when against multiple targets. Instant-cast spammables offer a fluidity to combat that the 1-second cast time of Uppercut/morphs inherently lacks - combat feels cramped and awkward, and you often have to sacrifice outgoing damage in order to make defensive plays. Instant-cast spammables, however, can more easily keep up the pressure, and facilitate a much more flexible playstyle.
- You accidentally dodgeroll, (I'm a skrub who uses double-tap, shocking I know but I can't condition my mind to do it any other way). This is more of a problem that I experience due to my configuration, but I'm including it on the premise that others may experience the same thing. And besides, it's still infuriating.
Fur_like_snow wrote: »Wrecking blow can be a nightmare to land when my ping is thru the roof. Keeping the target lined up in crosshairs is another problem especially when I’m snared. I switched to DW main hand on my Stam Sorc and with rending plus spin2win i have way less issues than I did with 2H.
I dislike how my dizzying swing feel very weak in cp pvp with everyone running tanky builds. if it ignores a percentage of resistances id consider running it there.
Exalted_Goose wrote: »Really didn't want to have to write this but having played loads of my 2H Dizzying Swing Stamden since the start of Midyear Mayhem - and before - I feel compelled to share my thoughts. Uppercut, and its morphs, are completely outclassed in PvP by abjectly better instant-cast spammables. Other than in 1v1s, where admittedly Dizzying Swing is an exceptionally powerful spammable and creates fantastic opportunities for single-target burst, and in select situations against inexperienced/distracted players, it is often rendered almost entirely useless. If you're lucky enough for the ability to even start charging up...
- The target, (i.e., any PvP'er with a moderate level of experience and awareness), moves into you, cancelling the charge.
- The target moves out of range while you're charging it up.
- The target strafes you; you can't keep up, cancelling the charge.
- The target strafes you; you DO keep up, but the charge still gets cancelled.
- You get snared.
- You get rooted.
- You get CC'd.
- (In Cyrodiil especially), the 1-second cast time is dramatically increased by lag, meaning that you're often stuck in the animation sequence for anywhere up to 5 seconds before it ultimately fails to cast. During said time, you can't cast any other abilities, nor reliably block and/or dodgeroll - you are rendered completely inert for several seconds, often resulting in an infuriating death. This sometimes happens in BGs, albeit not nearly as dramatically, with the animation being extended by only a semi-notceable 1/2 a second.
- (In Cyrodiil especially), despite the game charging the ability, the charge animation is never actually shown, meaning that you often falsely believe that it hasn't worked. Thus, you mash the key again or try something else, ultimately cancelling the initial charge.
- You can take a lot of damage in a second, especially when against multiple targets. Instant-cast spammables offer a fluidity to combat that the 1-second cast time of Uppercut/morphs inherently lacks - combat feels cramped and awkward, and you often have to sacrifice outgoing damage in order to make defensive plays. Instant-cast spammables, however, can more easily keep up the pressure, and facilitate a much more flexible playstyle.
- You accidentally dodgeroll, (I'm a skrub who uses double-tap, shocking I know but I can't condition my mind to do it any other way). This is more of a problem that I experience due to my configuration, but I'm including it on the premise that others may experience the same thing. And besides, it's still infuriating.
There's a good reason Dizzying Swing is often used as a joke. Against a competent Stamblade, for example, just give up - they'll run rings around you, hitting you with 3-7k instant-cast Surprise Attacks, and will either dodgeroll, completely avoid, or cloak out of your Uppercuts. Similarly, spin2win builds also laugh at it; it's even frustrating to use against Magicka classes, where you will either be CC'd, rooted, cloaked, or Streaked out of a potential hit. It is a hideously frustrating skill to use. And no, my referencing to any class/method of play is not a call for a nerf to that particular class/method of play; I include this to illustrate my point.
I would like to emphasise that I am NOT asking for a buff to Uppercut, nor its morphs. My experience with Wrecking Blow is non-existent but, as I said, Dizzying Swing can be a monumentally powerful spammable. However, its power is too situational, and it devastatingly lacks the reliability that should ideally be innate to a spammable source of damage. These problems are only ever exacerbated by performance issues, both client- and server-side, and in my opinion the problem is due to the cast time. I'm no game designer by any stretch of the imagination, but I would like to see a lower-damage, instant-cast alternative/morph. I romanticised with the idea of Dizzying Swing having two modes: by tapping the key once, it is an instant-cast, lower damage and no-CC ability, and by holding the key down/tapping it twice, the skill is cast as it is currently implemented - a charged, high-damage CC. As I said, I'm not a game designer, and I encourage brainstorming and suggestions as to how the skill could be changed by those who, like me, think it should be changed.
Crucially, having used the skill on multiple characters and being very well-acquainted with it, I feel that Dizzying Swing is severely outclassed by instant-cast spammables. It should be hard to land, and should reward skilled use, but in the current PvP meta it is often impossible to land, due to both the meta itself and the game's ever-prevalent performance issues.
And I don't know what ZOS did to, "fix", the issue of it not casting/landing properly, but I haven't noticed any changes whatsoever - it's still as borderline useless as it was before.
To the OP, you definitely have valid points, but I think Dizzying is in a good spot on its own. Steel Tardnado needs a nerf though, that skill is a game design abomination. Snares and roots need to be addressed as well, they are too prevalent.
Exalted_Goose wrote: »Really didn't want to have to write this but having played loads of my 2H Dizzying Swing Stamden since the start of Midyear Mayhem - and before - I feel compelled to share my thoughts. Uppercut, and its morphs, are completely outclassed in PvP by abjectly better instant-cast spammables. Other than in 1v1s, where admittedly Dizzying Swing is an exceptionally powerful spammable and creates fantastic opportunities for single-target burst, and in select situations against inexperienced/distracted players, it is often rendered almost entirely useless. If you're lucky enough for the ability to even start charging up...
- The target, (i.e., any PvP'er with a moderate level of experience and awareness), moves into you, cancelling the charge.
- The target moves out of range while you're charging it up.
- The target strafes you; you can't keep up, cancelling the charge.
- The target strafes you; you DO keep up, but the charge still gets cancelled.
- You get snared.
- You get rooted.
- You get CC'd.
- (In Cyrodiil especially), the 1-second cast time is dramatically increased by lag, meaning that you're often stuck in the animation sequence for anywhere up to 5 seconds before it ultimately fails to cast. During said time, you can't cast any other abilities, nor reliably block and/or dodgeroll - you are rendered completely inert for several seconds, often resulting in an infuriating death. This sometimes happens in BGs, albeit not nearly as dramatically, with the animation being extended by only a semi-notceable 1/2 a second.
- (In Cyrodiil especially), despite the game charging the ability, the charge animation is never actually shown, meaning that you often falsely believe that it hasn't worked. Thus, you mash the key again or try something else, ultimately cancelling the initial charge.
- You can take a lot of damage in a second, especially when against multiple targets. Instant-cast spammables offer a fluidity to combat that the 1-second cast time of Uppercut/morphs inherently lacks - combat feels cramped and awkward, and you often have to sacrifice outgoing damage in order to make defensive plays. Instant-cast spammables, however, can more easily keep up the pressure, and facilitate a much more flexible playstyle.
- You accidentally dodgeroll, (I'm a skrub who uses double-tap, shocking I know but I can't condition my mind to do it any other way). This is more of a problem that I experience due to my configuration, but I'm including it on the premise that others may experience the same thing. And besides, it's still infuriating.
There's a good reason Dizzying Swing is often used as a joke. Against a competent Stamblade, for example, just give up - they'll run rings around you, hitting you with 3-7k instant-cast Surprise Attacks, and will either dodgeroll, completely avoid, or cloak out of your Uppercuts. Similarly, spin2win builds also laugh at it; it's even frustrating to use against Magicka classes, where you will either be CC'd, rooted, cloaked, or Streaked out of a potential hit. It is a hideously frustrating skill to use. And no, my referencing to any class/method of play is not a call for a nerf to that particular class/method of play; I include this to illustrate my point.
I would like to emphasise that I am NOT asking for a buff to Uppercut, nor its morphs. My experience with Wrecking Blow is non-existent but, as I said, Dizzying Swing can be a monumentally powerful spammable. However, its power is too situational, and it devastatingly lacks the reliability that should ideally be innate to a spammable source of damage. These problems are only ever exacerbated by performance issues, both client- and server-side, and in my opinion the problem is due to the cast time. I'm no game designer by any stretch of the imagination, but I would like to see a lower-damage, instant-cast alternative/morph. I romanticised with the idea of Dizzying Swing having two modes: by tapping the key once, it is an instant-cast, lower damage and no-CC ability, and by holding the key down/tapping it twice, the skill is cast as it is currently implemented - a charged, high-damage CC. As I said, I'm not a game designer, and I encourage brainstorming and suggestions as to how the skill could be changed by those who, like me, think it should be changed.
Crucially, having used the skill on multiple characters and being very well-acquainted with it, I feel that Dizzying Swing is severely outclassed by instant-cast spammables. It should be hard to land, and should reward skilled use, but in the current PvP meta it is often impossible to land, due to both the meta itself and the game's ever-prevalent performance issues.
And I don't know what ZOS did to, "fix", the issue of it not casting/landing properly, but I haven't noticed any changes whatsoever - it's still as borderline useless as it was before.
Exalted_Goose wrote: »Really didn't want to have to write this but having played loads of my 2H Dizzying Swing Stamden since the start of Midyear Mayhem - and before - I feel compelled to share my thoughts. Uppercut, and its morphs, are completely outclassed in PvP by abjectly better instant-cast spammables. Other than in 1v1s, where admittedly Dizzying Swing is an exceptionally powerful spammable and creates fantastic opportunities for single-target burst, and in select situations against inexperienced/distracted players, it is often rendered almost entirely useless. If you're lucky enough for the ability to even start charging up...
- The target, (i.e., any PvP'er with a moderate level of experience and awareness), moves into you, cancelling the charge.
- The target moves out of range while you're charging it up.
- The target strafes you; you can't keep up, cancelling the charge.
- The target strafes you; you DO keep up, but the charge still gets cancelled.
- You get snared.
- You get rooted.
- You get CC'd.
- (In Cyrodiil especially), the 1-second cast time is dramatically increased by lag, meaning that you're often stuck in the animation sequence for anywhere up to 5 seconds before it ultimately fails to cast. During said time, you can't cast any other abilities, nor reliably block and/or dodgeroll - you are rendered completely inert for several seconds, often resulting in an infuriating death. This sometimes happens in BGs, albeit not nearly as dramatically, with the animation being extended by only a semi-notceable 1/2 a second.
- (In Cyrodiil especially), despite the game charging the ability, the charge animation is never actually shown, meaning that you often falsely believe that it hasn't worked. Thus, you mash the key again or try something else, ultimately cancelling the initial charge.
- You can take a lot of damage in a second, especially when against multiple targets. Instant-cast spammables offer a fluidity to combat that the 1-second cast time of Uppercut/morphs inherently lacks - combat feels cramped and awkward, and you often have to sacrifice outgoing damage in order to make defensive plays. Instant-cast spammables, however, can more easily keep up the pressure, and facilitate a much more flexible playstyle.
- You accidentally dodgeroll, (I'm a skrub who uses double-tap, shocking I know but I can't condition my mind to do it any other way). This is more of a problem that I experience due to my configuration, but I'm including it on the premise that others may experience the same thing. And besides, it's still infuriating.
There's a good reason Dizzying Swing is often used as a joke. Against a competent Stamblade, for example, just give up - they'll run rings around you, hitting you with 3-7k instant-cast Surprise Attacks, and will either dodgeroll, completely avoid, or cloak out of your Uppercuts. Similarly, spin2win builds also laugh at it; it's even frustrating to use against Magicka classes, where you will either be CC'd, rooted, cloaked, or Streaked out of a potential hit. It is a hideously frustrating skill to use. And no, my referencing to any class/method of play is not a call for a nerf to that particular class/method of play; I include this to illustrate my point.
I would like to emphasise that I am NOT asking for a buff to Uppercut, nor its morphs. My experience with Wrecking Blow is non-existent but, as I said, Dizzying Swing can be a monumentally powerful spammable. However, its power is too situational, and it devastatingly lacks the reliability that should ideally be innate to a spammable source of damage. These problems are only ever exacerbated by performance issues, both client- and server-side, and in my opinion the problem is due to the cast time. I'm no game designer by any stretch of the imagination, but I would like to see a lower-damage, instant-cast alternative/morph. I romanticised with the idea of Dizzying Swing having two modes: by tapping the key once, it is an instant-cast, lower damage and no-CC ability, and by holding the key down/tapping it twice, the skill is cast as it is currently implemented - a charged, high-damage CC. As I said, I'm not a game designer, and I encourage brainstorming and suggestions as to how the skill could be changed by those who, like me, think it should be changed.
Crucially, having used the skill on multiple characters and being very well-acquainted with it, I feel that Dizzying Swing is severely outclassed by instant-cast spammables. It should be hard to land, and should reward skilled use, but in the current PvP meta it is often impossible to land, due to both the meta itself and the game's ever-prevalent performance issues.
And I don't know what ZOS did to, "fix", the issue of it not casting/landing properly, but I haven't noticed any changes whatsoever - it's still as borderline useless as it was before.
Double tap = scrub???
Since also still using a the standard keybinds, I feel offended
Ohhgrizyyy wrote: »Snare before you dizzying 🤷♂️
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
To the OP, you definitely have valid points, but I think Dizzying is in a good spot on its own. Steel Tardnado needs a nerf though, that skill is a game design abomination. Snares and roots need to be addressed as well, they are too prevalent.
Only in PvP thanks, it's very useful in PvE.
Great points. I love 2h weapon but it just not worth using it as main with DZ being so hard to land.
Btw Why is double tapping for dodge considered bad?