I was running my old 2h/S&B StamSorc build when the patch first dropped, but it felt like I was slotting Dawnbreaker just for the passive because it missed like half the time. So, I switched to a Dizzying Swing build and I only use Onslaught once the opponent is in the air and can't react -- it feels much better now (than my previous build). It seems that you must first stun before using an ultimate now.
Urzigurumash wrote: »As a StamDK I'm not sure Onslaught is worth the slot. Mine and others' anxiety that Corrosive would now be obsolete might have been premature, but I'm not sure yet. I can't say I'm a huge fan of this new Onslaught so far. Frankly I probably get almost as much damage out of Leap as I would Onslaught, in the long run.
For the most part I've found this new patch for pvp a positive one (setting aside the bugs). However I have to say the cast time for Dawnbreaker and Onslaught is a really bad change in my opinion. It feels awkward and hard to weave in between a dizzying swing (or other ability), cant switch cast it, cant block cast it, cant rolldodge cast it. I cant remember seeing anyone ask for a cast time on these two abilities and am wondering what the idea behind it was? Slowing down gameplay is never welcome in my book and as a stamsorc main in cyrodiil I have no class alternative cheap ultimate. Do other people agree with this sentiment? or is it just me.
Urzigurumash wrote: »As a StamDK I'm not sure Onslaught is worth the slot. Mine and others' anxiety that Corrosive would now be obsolete might have been premature, but I'm not sure yet. I can't say I'm a huge fan of this new Onslaught so far. Frankly I probably get almost as much damage out of Leap as I would Onslaught, in the long run.
Atleast u have the option of wings, i find it hard to understand how a DK can have wings and a templar can have sweep as insta casts but dawnbreaker and onslaught need a cast time.
For the most part I've found this new patch for pvp a positive one (setting aside the bugs). However I have to say the cast time for Dawnbreaker and Onslaught is a really bad change in my opinion. It feels awkward and hard to weave in between a dizzying swing (or other ability), cant switch cast it, cant block cast it, cant rolldodge cast it. I cant remember seeing anyone ask for a cast time on these two abilities and am wondering what the idea behind it was? Slowing down gameplay is never welcome in my book and as a stamsorc main in cyrodiil I have no class alternative cheap ultimate. Do other people agree with this sentiment? or is it just me.
irstarkey57 wrote: »For the most part I've found this new patch for pvp a positive one (setting aside the bugs). However I have to say the cast time for Dawnbreaker and Onslaught is a really bad change in my opinion. It feels awkward and hard to weave in between a dizzying swing (or other ability), cant switch cast it, cant block cast it, cant rolldodge cast it. I cant remember seeing anyone ask for a cast time on these two abilities and am wondering what the idea behind it was? Slowing down gameplay is never welcome in my book and as a stamsorc main in cyrodiil I have no class alternative cheap ultimate. Do other people agree with this sentiment? or is it just me.
No one ever asked for it. But we should all know by now that they are doing many changes without us “asking” for it. They have also been pretty clear as to why they are doing it. One word. Homogenization. Hate it or love it, that is the direction of the game. Class identity is going the way of the DoDo Bird. I’m not an advocate by any means but I do understand why they are doing it. People were getting deleted by certain builds that could ani-cancel onslaught, bash weave, etc and it wouldn’t even show up on their tool tip as to what was killing them. Many other ultra in the game were not able to utilize this “rule” so to speak on being able to dump so much damage in that global cool down spot. Examples being a meteor from mages guild, or a dragon knight leap and so on. Long story longer, Zos basically just wanted to be sure there was time to either block or roll dodge; aka counterplay. So yes, while many of us don’t much like it because we have played a different and faster style of combat, the reasoning behind the change, in this instance, does hold merit. Onslaught is still incredibly strong, but with its’ “nerfs” it may not necessarily be a clear go to. That being said, a class that I have ranted about for not having much counter-play at all, Magplar, is actually running onslaught. That’s it’s own subject though. Anyway, hope that makes some sense. You can find Zos’ actual words on the changes in their developer notes as well if you are interested. Cheers.
For the most part I've found this new patch for pvp a positive one (setting aside the bugs). However I have to say the cast time for Dawnbreaker and Onslaught is a really bad change in my opinion. It feels awkward and hard to weave in between a dizzying swing (or other ability), cant switch cast it, cant block cast it, cant rolldodge cast it. I cant remember seeing anyone ask for a cast time on these two abilities and am wondering what the idea behind it was? Slowing down gameplay is never welcome in my book and as a stamsorc main in cyrodiil I have no class alternative cheap ultimate. Do other people agree with this sentiment? or is it just me.
So you are unhappy it works like every other ult in the game...?
Also, nerfing an ult to match the speed of others and prevent the exploit of a bug is slowing down gameplay? Hm...Urzigurumash wrote: »As a StamDK I'm not sure Onslaught is worth the slot. Mine and others' anxiety that Corrosive would now be obsolete might have been premature, but I'm not sure yet. I can't say I'm a huge fan of this new Onslaught so far. Frankly I probably get almost as much damage out of Leap as I would Onslaught, in the long run.
Atleast u have the option of wings, i find it hard to understand how a DK can have wings and a templar can have sweep as insta casts but dawnbreaker and onslaught need a cast time.
Because they are not actually instant, and by the way, you can roll dodge both of them if you do it right.
EDIT: Don't meteor cast time also say "instant?" There is no correlation to that term and delays.
Of course it’s awful but I’m sure you’ll get people in here yapping about stamina supremacy and how you need to L2P now that your one hit kill instant damage crutch is gone and so on. Too many people couldn’t deal with it and complained there was no counter play so here we are.
BlackMadara wrote: »@mcb123 The cast time addition is most likely because ZoS couldn't find a way to push the damage application of those ults to match the animation. Before, you could cast DB, and the damage was applied instantly, before the character lifted his arm or the flash of light. ZoS doesn't want this, they want the ability to counter the damage in that small window of wind up.
On dk leap, the damage is applied when landing. During the time in the air, the character cannot perform any other action, including block, dodge roll and bar swap. I can block leaps point blank if I pay attention, and I've seen others do so as well. Meteor has a huge telegraph and delay. Against a good player, one must set up a stun into ult for both of these cases.
I agree with the goal of the change, but not the implementation. I would rather see the damage application pushed back so one can still block/dodge during the animation and still get the damage, just not instantly at the beginning of the animation.
I honestly didn't notice it after playing for a while.
Urzigurumash wrote: »As a StamDK I'm not sure Onslaught is worth the slot. Mine and others' anxiety that Corrosive would now be obsolete might have been premature, but I'm not sure yet. I can't say I'm a huge fan of this new Onslaught so far. Frankly I probably get almost as much damage out of Leap as I would Onslaught, in the long run.
Atleast u have the option of wings, i find it hard to understand how a DK can have wings and a templar can have sweep as insta casts but dawnbreaker and onslaught need a cast time.
Ragnarock41 wrote: »Urzigurumash wrote: »As a StamDK I'm not sure Onslaught is worth the slot. Mine and others' anxiety that Corrosive would now be obsolete might have been premature, but I'm not sure yet. I can't say I'm a huge fan of this new Onslaught so far. Frankly I probably get almost as much damage out of Leap as I would Onslaught, in the long run.
Atleast u have the option of wings, i find it hard to understand how a DK can have wings and a templar can have sweep as insta casts but dawnbreaker and onslaught need a cast time.
Leap is a gapcloser. It never connects when its slow.
As for cast times it is there to give your enemy time to actually react however I do agree it does not feel smooth.
For the time being I think of this as a neccessary sacrifice. Counterplay and reactive defense has been neglected for far too long but in a game where literally EVERY animation can be completely cancelled you have to have sacrifices on smooth gameplay to have the option of counterplay.
The key here is keeping it fair for both sides. I feel like this cast time thing should also be applied to defensive ultimates. Only way to keep it fair.
Ragnarock41 wrote: »Urzigurumash wrote: »As a StamDK I'm not sure Onslaught is worth the slot. Mine and others' anxiety that Corrosive would now be obsolete might have been premature, but I'm not sure yet. I can't say I'm a huge fan of this new Onslaught so far. Frankly I probably get almost as much damage out of Leap as I would Onslaught, in the long run.
Atleast u have the option of wings, i find it hard to understand how a DK can have wings and a templar can have sweep as insta casts but dawnbreaker and onslaught need a cast time.
Leap is a gapcloser. It never connects when its slow.
As for cast times it is there to give your enemy time to actually react however I do agree it does not feel smooth.
For the time being I think of this as a neccessary sacrifice. Counterplay and reactive defense has been neglected for far too long but in a game where literally EVERY animation can be completely cancelled you have to have sacrifices on smooth gameplay to have the option of counterplay.
The key here is keeping it fair for both sides. I feel like this cast time thing should also be applied to defensive ultimates. Only way to keep it fair.
I dont understand tho, I have no problem with bieng on the recieving end of a dawnbreaker so who are the people complaining about it. It's never even crossed my mind that dawnbreaker or onslaught should be nerfed.