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Uppercut/Morphs Completely Outclassed in the Current PvP Meta

Exalted_Goose
Exalted_Goose
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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.
"One fine day in the middle of the night. Two dead Kings got up to fight. Back to back they faced each other, drew their bows... and stabbed themselves...".
  • Vapirko
    Vapirko
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    Very, very few good players use 2H for the CC anymore. It isn't even remotely useful unless you have a top notch connection with no lag and the other person has high ping or is just not a good player. ZOS changed something with the targeting and now it's useless. They "fixed" it but they still changed something and completely ruined it. Not to mention wrecking blow isn't even worth a second look these days. If they lowered the damage on wrecking blow, added some other effect to it and made it instant cast then it might open up 2H builds again but rn its just complete and utter garbage, literally a joke.
  • Fur_like_snow
    Fur_like_snow
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    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.
  • Crixus8000
    Crixus8000
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    I know many want a change to dizzy but it scares me that it will just end up getting nerfed somehow. In my opinion it's stamsorcs only good spammable option and losing that would be so annoying.

    I found dizzy to be fine last patch, because speed was a thing then. Dizzy is channeled and you had 8 seconds of immunity to fight, now you only have 4 so you get 2 dizzy swings off before your completely locked down again, and the speed nerf makes it much easier for people to do the counters you listed. But I still like the skill and would hate it to become useless.
    Edited by Crixus8000 on January 12, 2019 3:50AM
  • Mr_Walker
    Mr_Walker
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    • 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.

    Heh. That's pretty much "if anything happens it's stuffed".
  • Vapirko
    Vapirko
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    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.

    You mean dizzying swing I assume. Wrecking blow is the empower morph. These two get pretty mixed up in discussions and it could get pretty confusing for any devs or class reps that might be looking through this stuff. I opened a discussion and a few people got annoyed when i suggested wrecking blow be changed to instant cast, because they thought I was talking about dizzy swing.
  • NyassaV
    NyassaV
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    The meta is being a tanky proctard
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • Aliyavana
    Aliyavana
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    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.
  • Facefister
    Facefister
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    2H needs a drastic rework so it's also on par with DW.
  • ArchMikem
    ArchMikem
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    I'm sure in all those situations you described, it would seem a bit annoying to a player using that weapon.

    However I'm one of those dirty PvE scrubs who refuses to make a legit PvP build just for Cyrodiil. That means I'm squishy, I have no crit resist, I have no movement speed buffs, I'm not running a cleanse, and on top of it all I use a Bow so that makes me a priority target. The majority of my losses result from a Dizzy Swing knockback and an Onslaught Ult or Reverse Slash execute all while I'm still falling backward onto my fuzzy butt. Most times I'm dead before I even hit the ground. I can never outmaneuver a Dizzy Swing cast cause I'm always snared to a crawl, and if I roll dodge one they just cast it again until it hits.
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Defilted
    Defilted
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    I still use Dswing but have been considering changing it as I feel completely out maneuvered most times against DW/beatles/Dawn breaker/spin to win. Now inexperienced players will be defeated with Dswing. Good or experienced players will just keep circling/running through me to cancel it.

    Maybe reduce the cast to half a second or maybe reduce by .3 seconds?

    An instant morph would be interesting but I would not want to loose the CC.

    Another option could be instant cast for half the damage with a CC or even less damage since it would be instant then keep the old morph that was the normal cast time with the big damage and CC.

    It is still a fun skill for me that is why I still use it. Hard to land on good players as I said before but satisfying as heck when you do.

    XBOX NA
    XBOX Series X

    #NightmareBear
  • Solariken
    Solariken
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    Aliyavana wrote: »
    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.

    @Aliyavana that's actually a stellar idea and makes a lot of sense.

    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.

  • Koolio
    Koolio
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    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.

    This is a fantastic write up. Too bad they just don’t know don’t play don’t care. And it sucks because I’ve written some stuff with a lot heart pored into it and never see anything about it. Then it makes it more frustrating.

    Thank you for taking your time to write this up. Sincerely
  • Mr_Walker
    Mr_Walker
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    Solariken wrote: »

    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.

  • eso_lags
    eso_lags
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    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.

    Ya its pretty bad. I still run it but only for my own reasons. It is very difficult to play a dswing build in this meta, especially a dswing stam sorc since you dont have other class damage skills like jabs, SA, shalks, or claw/breath..

    Id say the only reason to use it is for more of a challenge or to not run the dw meta. So ya, it could use some kind of buff. I also think snares need a nerf too. Im not one to ask for nerfs because zos is really bad at nerfing things, but tbh i dont care if they nerf snares into the ground. Their use in the game is mainly zerging people down. The other small benefits they have are nothing compared to that.
  • Ohhgrizyyy
    Ohhgrizyyy
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    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.

    Snare before you dizzying 🤷‍♂️
    Playing on PS4 NA server and current characters are CP 750

    Lvl 50 EP High Elf Magsorc PvP (outdated)
    Lvl 50 EP Wood Elf Nightblade (Currently my crafter)
    Lvl 50 EP High Elf Magplar PvP (outdated healbot)
    Lvl 50 EP Redguard Stam DK PvE (updating)
    Lvl 50 EP Dark Elf Mag DK PvP

    All my builds are outdated...I quit for a year lmao

    PSN ID: SDL_Griz
  • red_emu
    red_emu
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    I say remove dizzy swing and replace it with an execute AoE. 2H is so far behind other weapons.

    We wants spin-huge-sword-to-win option precious! We wants all Cyrodiil to be Stamina Warden blobs :trollface:
    PC - EU:
    Falathren Noctis - AD MagNecro
    Falathren - AD StamSorc
    Falathren Eryndaer - AD StamDen
    Falathren Irimion - AD MagPlar
    Talagan Falathren - AD StamDK
    Falathren Infernis - AD MagDK
    Your-Ex - AD MagBlade
  • Perwulf
    Perwulf
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    Just roll a warden and use subterranean assault then spam spin2win or just roll a nightblade and spam snipe then cloak away like everybody else.
    "Monsters doesn't exist, we create them"
  • Kadoin
    Kadoin
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    Aliyavana wrote: »
    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.

    When you have the option of bleeds, ignoring resist with a maul, and 2H ultimate already does so? Yeah no.
  • MajBludd
    MajBludd
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    It's too slow. They need to increase the speed, reduce the damage a bit, and drop the cast time, imo.

    Leave wrecking blow as the cast time, high damage, 2h ability and Dizzy like I mentioned above.
    Edited by MajBludd on January 12, 2019 1:13PM
  • Slack
    Slack
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    Double tap = scrub??? :open_mouth:
    Since also still using a the standard keybinds, I feel offended :disappointed:
    PC EU
    Betty Breeze - Magwarden
    Hunts S'hitblades - Stamplar
    Aschavi - Magplar
  • Exalted_Goose
    Exalted_Goose
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    Slack wrote: »
    Double tap = scrub??? :open_mouth:
    Since also still using a the standard keybinds, I feel offended :disappointed:

    Oh no, double-tap doesn't equal scrub at all - I'm just a scrub who happens to use double-tap. Sorry for the confusion. o:)
    Ohhgrizyyy wrote: »
    Snare before you dizzying 🤷‍♂️

    This is definitely one of the very few saving graces for Dizzying Swing; if the opponent doesn't purge/have snare immunity, Stampede is an excellent ability to use beforehand, (likewise, Heroic Slash, Rending, etc.). But even so, while charging you can still be CC'd, rooted, snared yourself, or the target may see the obvious charge animation and just dodgeroll to avoid it completely. And that's not even getting into issues that arise due to performance. As @MajBludd said, it's too slow, and against players familiar with the animation the charging process is essentially a courteous invitation for your target to dodgeroll out of the damage.

    Thank you to all for posting, been great reading your thoughts and it's reassuring I'm not the only one who feels this way.

    "One fine day in the middle of the night. Two dead Kings got up to fight. Back to back they faced each other, drew their bows... and stabbed themselves...".
  • Emma_Overload
    Emma_Overload
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    Half the problems listed here are problems for almost ANY skill at close range. This is true of both melee and ranged, even instant cast skills.

    ZOS needs to fix close range combat!
    #CAREBEARMASTERRACE
  • kyle.wilson
    kyle.wilson
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    red_emu wrote: »
    I say remove dizzy swing and replace it with an execute AoE. 2H is so far behind other weapons.

    We wants spin-huge-sword-to-win option precious! We wants all Cyrodiil to be Stamina Warden blobs :trollface:

    reverse slice is an execute aoe. So?
  • Vesper_BR
    Vesper_BR
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    No meele skills should have cast times in this game.... It's ridiculous....
    VESPER BR - MAGICKA DRAGONKNIGHT - GRAND OVERLORD + FLAWLESS CONQUEROR (1070 CP / 01-01-2018)
    XBOX ONE - NA - EBONHEART PACT BRASIL
  • MaxwellC
    MaxwellC
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    If we had the old wrecking blow back... man those days were fun :P
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
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    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
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    l
  • NyassaV
    NyassaV
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    Mr_Walker wrote: »
    Solariken wrote: »

    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.

    Doesn't matter in PvE it'll be useful anyways. You already have plenty of tools for clearing trash.
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • Demra
    Demra
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    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?
  • ToRelax
    ToRelax
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    Demra wrote: »
    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?

    It's slow and unreliable, often happening when you don't want it to.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Finviuswe
    Finviuswe
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    2h in general could use a revamping but, you are right, Uppercut is especially terrible.

    I see the best application of Uppercut as to purposefully test one's ability by slotting a subpar skill.

    I see that as its main application at this point. It's that bad.
  • ParaNostram
    ParaNostram
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    I never thought I'd see the day, but yeah I agree. Uppercut needs a tune up(per).
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
    Bosmer Sorceress
    Witch of Evermore

    "Death is a privilege that can be denied by it's learned scholars."
    Order of the Black Worm
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