We will be performing maintenance for patch 12.0.0 on the PTS on Monday at 6:00AM EDT (10:00 UTC).
Maintenance for the week of April 13:
• PC/Mac: No maintenance – April 13

Delete

  • Fawn4287
    Fawn4287
    ✭✭✭✭✭
    When C frag was nerfed ZOS said they wanted to move away from high damage abilities with a cc, Its strange that wrecking blow avoided either a nerf to damage or the loss of the cc earlier, half the abilities in the fighters guild line are a cc for those complaining about no replacement
  • KingExecration
    KingExecration
    ✭✭✭✭
    Fawn4287 wrote: »
    When C frag was nerfed ZOS said they wanted to move away from high damage abilities with a cc, Its strange that wrecking blow avoided either a nerf to damage or the loss of the cc earlier, half the abilities in the fighters guild line are a cc for those complaining about no replacement

    I would love to find one but under fighters guild is no replacement for my sorcs spam-able. I either have weapon lines, or ele weapon which is super clunky for the class to use. I can just run fast I guess and that’s it.
  • Chilly-McFreeze
    Chilly-McFreeze
    ✭✭✭✭✭
    ✭✭✭✭
    Kadoin wrote: »
    Where where all of these people when frags were nerfed and DK whip? Both not as good as dizzy swing on live.

    Hmm...

    ZOS should have nerfed it a long time ago with both of those skills above, the only reason why they didn't was because no one used it. Now that people are and its "working", its become clear how strong it is. The fact that your build is destroyed by a single addition or removal of a skill is testament to how OP it really is.

    Bollocks. Some builds have to rely on non-class dmg skills like Dizzy because, you know, they didn't had or still don't have reasonable powered class skills.
    If they nerf Whip some more, what would you think? Why not *** with Frags a little more now, or Curse, I mean it shouldn't break your build and if it does, it was "too OP", right?
    You're obviously salty about previous nerfs and now want other classes to go through the same.

    Some skills are simply bread and butter. If you nerf them into uselessness youre build will eventually become a problem because at some point there is nothing to fall back on.
    Edited by Chilly-McFreeze on September 17, 2019 4:48PM
  • Millz
    Millz
    ✭✭✭

    I can just run fast I guess and that’s it.

    We're just RP now with our clanfear
    Brenhji
    PC NA - 400 cp
    (Retired) XBOX NA - 1006 cp

    ---Say no to standardization---
  • Millz
    Millz
    ✭✭✭
    Fawn4287 wrote: »
    When C frag was nerfed ZOS said they wanted to move away from high damage abilities with a cc, Its strange that wrecking blow avoided either a nerf to damage or the loss of the cc earlier, half the abilities in the fighters guild line are a cc for those complaining about no replacement

    That's a whole other topic but I will touch on it briefly and try and related into the d swing change.

    So when they got rid of the stun on Crystal Fragments they did so because like you said they wanted to move away from high damage abilities with stuns. I did not agree with this change and mentioned that they should have reworked how the proc chance/cause was because weaving on sorc is very fluid so the proc was up most of the time.

    Now to relate it to dizzying swing using my above statement. Dizzying swing is melee so there is greater risk in using the skill than crystal frags. Crystal frags has a travel time so it can be dodged or prepped for. Dizzying swing before last patch (1 sec cast time) had such a high risk to use and still does but for this high risk there should be reward ie good damage and a stun. I think there should be MORE skills like this in the game that require some thinking and awareness to execute rather than just pressing buttons. They said they nerfed the damage in the PTS notes to bring it in line with DoTs but they are two different kinds of damage. DoTs are "undodgeable" once they hit so you have to mitigate or heal through them. This same logic can be applied to dizzying swing and it seems they did understand that the knockback animation was buggy and FIXED it to add counter play to knock backs. But now only 2 skills in the game to my knowledge knock back which is magnum shot (draining shot lost its stun) and javelin.

    Back to crystal blast and dizzying swing, they moved the stun to crystal blast and left the cast time which is dumb for a ranged ability but using that model dizzying swing should not have been touched. The knockback animation was what was causing the dsynchs because they dropped the cast time to 0.8 secs from 1.0 sec.
    Brenhji
    PC NA - 400 cp
    (Retired) XBOX NA - 1006 cp

    ---Say no to standardization---
  • master_vanargand
    master_vanargand
    ✭✭✭✭✭
    Dizzying Swing was nerfed because it was too strong.
    ZOS did a good job.
  • Kadoin
    Kadoin
    ✭✭✭✭✭
    ✭✭
    Kadoin wrote: »
    Where where all of these people when frags were nerfed and DK whip? Both not as good as dizzy swing on live.

    Hmm...

    ZOS should have nerfed it a long time ago with both of those skills above, the only reason why they didn't was because no one used it. Now that people are and its "working", its become clear how strong it is. The fact that your build is destroyed by a single addition or removal of a skill is testament to how OP it really is.

    Bollocks. Some builds have to rely on non-class dmg skills like Dizzy because, you know, they didn't had or still don't have reasonable powered class skills.
    If they nerf Whip some more, what would you think? Why not *** with Frags a little more now, or Curse, I mean it shouldn't break your build and if it does, it was "too OP", right?
    You're obviously salty about previous nerfs and now want other classes to go through the same.

    Some skills are simply bread and butter. If you nerf them into uselessness youre build will eventually become a problem because at some point there is nothing to fall back on.

    So because the stun is removed its no longer a spammable? Tell me more.
  • Millz
    Millz
    ✭✭✭
    Dizzying Swing was nerfed because it was too strong.
    ZOS did a good job.

    its tool tip is only slightly more than actual spammable skills and in some cases the same, the problem was not the skill but the knockback animation which they addressed in the pts notes. IF they would quit doing all these drastic changes and listened to feedback and do small logical tweaks maybe they wouldnt have wasted the last few years going back and forth
    Brenhji
    PC NA - 400 cp
    (Retired) XBOX NA - 1006 cp

    ---Say no to standardization---
  • Barbaran
    Barbaran
    ✭✭✭✭
    Kadoin wrote: »
    Where where all of these people when frags were nerfed and DK whip? Both not as good as dizzy swing on live.

    Hmm...

    ZOS should have nerfed it a long time ago with both of those skills above, the only reason why they didn't was because no one used it. Now that people are and its "working", its become clear how strong it is. The fact that your build is destroyed by a single addition or removal of a skill is testament to how OP it really is.

    Your comparing frags? A skill that without sacraficeing anything could have an INSTANT 20K tooltip and also used to stun?
    Give dizzy a 28m range and then we'll talk.

    Whip also has no cast time and still hits like a truck. My magdk can hit 5-7k+ spammables no problem... Not the same
    Edited by Barbaran on September 17, 2019 4:56PM
  • Millz
    Millz
    ✭✭✭
    Kadoin wrote: »
    Kadoin wrote: »
    Where where all of these people when frags were nerfed and DK whip? Both not as good as dizzy swing on live.

    Hmm...

    ZOS should have nerfed it a long time ago with both of those skills above, the only reason why they didn't was because no one used it. Now that people are and its "working", its become clear how strong it is. The fact that your build is destroyed by a single addition or removal of a skill is testament to how OP it really is.

    Bollocks. Some builds have to rely on non-class dmg skills like Dizzy because, you know, they didn't had or still don't have reasonable powered class skills.
    If they nerf Whip some more, what would you think? Why not *** with Frags a little more now, or Curse, I mean it shouldn't break your build and if it does, it was "too OP", right?
    You're obviously salty about previous nerfs and now want other classes to go through the same.

    Some skills are simply bread and butter. If you nerf them into uselessness youre build will eventually become a problem because at some point there is nothing to fall back on.

    So because the stun is removed its no longer a spammable? Tell me more.

    I think a spammable would require it being able to cast without anytime in between
    Brenhji
    PC NA - 400 cp
    (Retired) XBOX NA - 1006 cp

    ---Say no to standardization---
  • Kadoin
    Kadoin
    ✭✭✭✭✭
    ✭✭
    Millz wrote: »
    Back to crystal blast and dizzying swing, they moved the stun to crystal blast and left the cast time which is dumb for a ranged ability but using that model dizzying swing should not have been touched. The knockback animation was what was causing the dsynchs because they dropped the cast time to 0.8 secs from 1.0 sec.

    Call me when I can use crushing shock or venom arrow on dizzy swing. Call me when major evasion bash applies to it. Oh wait...
    Millz wrote: »
    Dizzying Swing was nerfed because it was too strong.
    ZOS did a good job.

    its tool tip is only slightly more than actual spammable skills and in some cases the same, the problem was not the skill but the knockback animation which they addressed in the pts notes. IF they would quit doing all these drastic changes and listened to feedback and do small logical tweaks maybe they wouldnt have wasted the last few years going back and forth

    "Slightly higher" meaning you ignore how weapon damage is stacked and scales with the skill. Got it.
    Millz wrote: »
    I think a spammable would require it being able to cast without anytime in between

    And yet I replaced my spammable with it. How strange.

    EDIT: had more than 7 thoughts at once
    Edited by Kadoin on September 17, 2019 5:03PM
  • Millz
    Millz
    ✭✭✭
    Kadoin wrote: »
    Millz wrote: »
    Back to crystal blast and dizzying swing, they moved the stun to crystal blast and left the cast time which is dumb for a ranged ability but using that model dizzying swing should not have been touched. The knockback animation was what was causing the dsynchs because they dropped the cast time to 0.8 secs from 1.0 sec.

    Call me when I can use crushing shock or venom arrow on dizzy swing. Call me when major evasion applies to it. Oh wait...
    Millz wrote: »
    Dizzying Swing was nerfed because it was too strong.
    ZOS did a good job.

    its tool tip is only slightly more than actual spammable skills and in some cases the same, the problem was not the skill but the knockback animation which they addressed in the pts notes. IF they would quit doing all these drastic changes and listened to feedback and do small logical tweaks maybe they wouldnt have wasted the last few years going back and forth

    "Slightly higher" meaning you ignore how weapon damage is stacked and scales with the skill. Got it.
    Millz wrote: »
    I think a spammable would require it being able to cast without anytime in between

    And yet I replaced my spammable with it. How strange.

    Crushing shock has no cast time. Venom arrow is a dot. The tool tip is only slightly higher? I don't even know what to say to that. And nice you can now get off TWO abilities in the time it takes for 1 dizzying swing
    Edited by Millz on September 17, 2019 5:08PM
    Brenhji
    PC NA - 400 cp
    (Retired) XBOX NA - 1006 cp

    ---Say no to standardization---
  • Chilly-McFreeze
    Chilly-McFreeze
    ✭✭✭✭✭
    ✭✭✭✭
    Kadoin wrote: »
    Kadoin wrote: »
    Where where all of these people when frags were nerfed and DK whip? Both not as good as dizzy swing on live.

    Hmm...

    ZOS should have nerfed it a long time ago with both of those skills above, the only reason why they didn't was because no one used it. Now that people are and its "working", its become clear how strong it is. The fact that your build is destroyed by a single addition or removal of a skill is testament to how OP it really is.

    Bollocks. Some builds have to rely on non-class dmg skills like Dizzy because, you know, they didn't had or still don't have reasonable powered class skills.
    If they nerf Whip some more, what would you think? Why not *** with Frags a little more now, or Curse, I mean it shouldn't break your build and if it does, it was "too OP", right?
    You're obviously salty about previous nerfs and now want other classes to go through the same.

    Some skills are simply bread and butter. If you nerf them into uselessness youre build will eventually become a problem because at some point there is nothing to fall back on.

    So because the stun is removed its no longer a spammable? Tell me more.

    You can sitll spam it, you can also spam hardcasted Frags or Blast but at some point it doesn't make sense. Off balance is easily archieveable via a simple roll dodge in CP. And the nerf to damage (again!) hurts.

    The missing stun also makes the dizzy-onslaught combo a lot more easier to avoid than it's already is. And yes, everyone know about the off-balance stun. It still prolonges the window to react.
    Kadoin wrote: »
    Millz wrote: »
    Back to crystal blast and dizzying swing, they moved the stun to crystal blast and left the cast time which is dumb for a ranged ability but using that model dizzying swing should not have been touched. The knockback animation was what was causing the dsynchs because they dropped the cast time to 0.8 secs from 1.0 sec.

    Call me when I can use crushing shock or venom arrow on dizzy swing. Call me when major evasion bash applies to it. Oh wait...

    You don't need to interrupt it, you can simply walk through the dude that telegraphs his entire combo to cancel it.
    Edited by Chilly-McFreeze on September 17, 2019 5:16PM
  • InvictusApollo
    InvictusApollo
    ✭✭✭✭✭
    Actually this change is going to be a huge buff to stambilds in no CP as it gives Off Balance that can proc Armor of Truth.
  • Kadoin
    Kadoin
    ✭✭✭✭✭
    ✭✭
    Millz wrote: »
    Kadoin wrote: »
    Millz wrote: »
    Back to crystal blast and dizzying swing, they moved the stun to crystal blast and left the cast time which is dumb for a ranged ability but using that model dizzying swing should not have been touched. The knockback animation was what was causing the dsynchs because they dropped the cast time to 0.8 secs from 1.0 sec.

    Call me when I can use crushing shock or venom arrow on dizzy swing. Call me when major evasion applies to it. Oh wait...
    Millz wrote: »
    Dizzying Swing was nerfed because it was too strong.
    ZOS did a good job.

    its tool tip is only slightly more than actual spammable skills and in some cases the same, the problem was not the skill but the knockback animation which they addressed in the pts notes. IF they would quit doing all these drastic changes and listened to feedback and do small logical tweaks maybe they wouldnt have wasted the last few years going back and forth

    "Slightly higher" meaning you ignore how weapon damage is stacked and scales with the skill. Got it.
    Millz wrote: »
    I think a spammable would require it being able to cast without anytime in between

    And yet I replaced my spammable with it. How strange.

    Crushing shock has no cast time. Venom arrow is a dot. The tool tip is only slightly higher? I don't even know what to say to that. And nice you can now get off TWO abilities in the time it takes for 1 dizzying swing

    I mean that dizzy is not interruptible. Also crushing shock is not as strong as dizzy and costs more.

    I dare you to advocate reducing the damage of dizzy to crushing shock levels, taking into account the extra resistances certain classes get on spell resist, then moving the cost to the same amount and making it a spammable that does not stun. You won't.
    Barbaran wrote: »
    Kadoin wrote: »
    Where where all of these people when frags were nerfed and DK whip? Both not as good as dizzy swing on live.

    Hmm...

    ZOS should have nerfed it a long time ago with both of those skills above, the only reason why they didn't was because no one used it. Now that people are and its "working", its become clear how strong it is. The fact that your build is destroyed by a single addition or removal of a skill is testament to how OP it really is.

    Your comparing frags? A skill that without sacraficeing anything could have an INSTANT 20K tooltip and also used to stun?
    Give dizzy a 28m range and then we'll talk.

    Whip also has no cast time and still hits like a truck. My magdk can hit 5-7k+ spammables no problem... Not the same

    And yet that skill does not stun. I wonder why that is. Wait, it kind of does off-balance on a proc with a cooldown. Something similar to Dizzy Swing after the changes. What a coincidence!
  • Chilly-McFreeze
    Chilly-McFreeze
    ✭✭✭✭✭
    ✭✭✭✭
    Kadoin wrote: »

    And yet that skill does not stun. I wonder why that is. Wait, it kind of does off-balance on a proc with a cooldown. Something similar to Dizzy Swing after the changes. What a coincidence!

    Cool, so now we can make Dizzy instant too?
    Edited by Chilly-McFreeze on September 17, 2019 5:18PM
  • Kadoin
    Kadoin
    ✭✭✭✭✭
    ✭✭

    You don't need to interrupt it, you can simply walk through the dude that telegraphs his entire combo to cancel it.

    Oh please, not this defense again! By that logic, I can just run speed enchants and move out of the range of every skill in the game to cancel them. Get real.
  • Chilly-McFreeze
    Chilly-McFreeze
    ✭✭✭✭✭
    ✭✭✭✭
    Kadoin wrote: »

    You don't need to interrupt it, you can simply walk through the dude that telegraphs his entire combo to cancel it.

    Oh please, not this defense again! By that logic, I can just run speed enchants and move out of the range of every skill in the game to cancel them. Get real.

    I didn't said to go out of range. I said you can (!) go through your oppononent to cancel it. Nobody forces you to stand still like a rock in the open.
  • Kadoin
    Kadoin
    ✭✭✭✭✭
    ✭✭
    Kadoin wrote: »

    And yet that skill does not stun. I wonder why that is. Wait, it kind of does off-balance on a proc with a cooldown. Something similar to Dizzy Swing after the changes. What a coincidence!

    Cool, so now we can make Dizzy instant too?

    Sure, after there is an execute to use that does 300%+ more damage after spamming whip, whip scales like uppercut does and/or sets start being made available to do the equivalent of 5.5K+ weapon damage on a mag char, and a set that makes it hit 2 other targets for 50% of the whip damage.

    Oh and whip is made available to all mag chars.
  • Jabbs_Giggity
    Jabbs_Giggity
    ✭✭✭✭✭
    Millz wrote: »
    Fawn4287 wrote: »
    When C frag was nerfed ZOS said they wanted to move away from high damage abilities with a cc, Its strange that wrecking blow avoided either a nerf to damage or the loss of the cc earlier, half the abilities in the fighters guild line are a cc for those complaining about no replacement

    They said they nerfed the damage in the PTS notes to bring it in line with DoTs but they are two different kinds of damage.

    Just want to point out for clarification because I think you misread the PTS notes. ZOS said they are bringing it "in-line with DoT standards" in terms of they want DoTs to do 1.25 times more damage than ST damage abilities. It was not meant to be in-line with DoT abilities in general. Currently, DSwing is doing more than the proposed 1.25 damage multiplier of a DoT. Also, on live DoTs are currently at 2.5 times damage multiplier and will be brought down to 1.25 times on PTS for further clarification.
  • Millz
    Millz
    ✭✭✭
    Kadoin wrote: »
    Millz wrote: »
    Kadoin wrote: »
    Millz wrote: »
    Back to crystal blast and dizzying swing, they moved the stun to crystal blast and left the cast time which is dumb for a ranged ability but using that model dizzying swing should not have been touched. The knockback animation was what was causing the dsynchs because they dropped the cast time to 0.8 secs from 1.0 sec.

    Call me when I can use crushing shock or venom arrow on dizzy swing. Call me when major evasion applies to it. Oh wait...
    Millz wrote: »
    Dizzying Swing was nerfed because it was too strong.
    ZOS did a good job.

    its tool tip is only slightly more than actual spammable skills and in some cases the same, the problem was not the skill but the knockback animation which they addressed in the pts notes. IF they would quit doing all these drastic changes and listened to feedback and do small logical tweaks maybe they wouldnt have wasted the last few years going back and forth

    "Slightly higher" meaning you ignore how weapon damage is stacked and scales with the skill. Got it.
    Millz wrote: »
    I think a spammable would require it being able to cast without anytime in between

    And yet I replaced my spammable with it. How strange.

    Crushing shock has no cast time. Venom arrow is a dot. The tool tip is only slightly higher? I don't even know what to say to that. And nice you can now get off TWO abilities in the time it takes for 1 dizzying swing

    I mean that dizzy is not interruptible. Also crushing shock is not as strong as dizzy and costs more.

    I dare you to advocate reducing the damage of dizzy to crushing shock levels, taking into account the extra resistances certain classes get on spell resist, then moving the cost to the same amount and making it a spammable that does not stun. You won't.
    Barbaran wrote: »
    Kadoin wrote: »
    Where where all of these people when frags were nerfed and DK whip? Both not as good as dizzy swing on live.

    Hmm...

    ZOS should have nerfed it a long time ago with both of those skills above, the only reason why they didn't was because no one used it. Now that people are and its "working", its become clear how strong it is. The fact that your build is destroyed by a single addition or removal of a skill is testament to how OP it really is.

    Your comparing frags? A skill that without sacraficeing anything could have an INSTANT 20K tooltip and also used to stun?
    Give dizzy a 28m range and then we'll talk.

    Whip also has no cast time and still hits like a truck. My magdk can hit 5-7k+ spammables no problem... Not the same

    And yet that skill does not stun. I wonder why that is. Wait, it kind of does off-balance on a proc with a cooldown. Something similar to Dizzy Swing after the changes. What a coincidence!

    Yeah that was my fault I got the words jumbled I also have a lot on my mind lol. And if they got rid of the cast time and made it the same damage as force pulse and has a chance at 3 status effects then why not? Cost could not be the same as to all stamina abilities are cheaper than mag. And the reason it doesnt do as much damage is because there is no cast time like I've been saying. Cast time skills snipe, frags, solar flare and d swing hit harder but not by as much as you think.

    Also if they make this change to be like whip then remove the cast time easy as that. I mean thats the logic youre using right? All skills should be the same?
    Brenhji
    PC NA - 400 cp
    (Retired) XBOX NA - 1006 cp

    ---Say no to standardization---
  • Jabbs_Giggity
    Jabbs_Giggity
    ✭✭✭✭✭
    Kadoin wrote: »

    You don't need to interrupt it, you can simply walk through the dude that telegraphs his entire combo to cancel it.

    Oh please, not this defense again! By that logic, I can just run speed enchants and move out of the range of every skill in the game to cancel them. Get real.

    I didn't said to go out of range. I said you can (!) go through your oppononent to cancel it. Nobody forces you to stand still like a rock in the open.

    ZOS does, if you're a Templar ;)
  • Millz
    Millz
    ✭✭✭
    Millz wrote: »
    Fawn4287 wrote: »
    When C frag was nerfed ZOS said they wanted to move away from high damage abilities with a cc, Its strange that wrecking blow avoided either a nerf to damage or the loss of the cc earlier, half the abilities in the fighters guild line are a cc for those complaining about no replacement

    They said they nerfed the damage in the PTS notes to bring it in line with DoTs but they are two different kinds of damage.

    Just want to point out for clarification because I think you misread the PTS notes. ZOS said they are bringing it "in-line with DoT standards" in terms of they want DoTs to do 1.25 times more damage than ST damage abilities. It was not meant to be in-line with DoT abilities in general. Currently, DSwing is doing more than the proposed 1.25 damage multiplier of a DoT. Also, on live DoTs are currently at 2.5 times damage multiplier and will be brought down to 1.25 times on PTS for further clarification.

    ahh yes i did thank you, still though i mention that the cast time skills are suppose to hit the hardest in the game because of the risk and counterplay to them. DoTs once applied must be healed or mitigated through where with cast time skills snipe, solar flare, d swing, frags you just dodge when you see them do it or block which can be done with any skill in the game they are just more telegraphed hence the reason for high damage. And the damage isn't even that much higher about 1-2k more per hit but requires double the time of an actual spammable
    Brenhji
    PC NA - 400 cp
    (Retired) XBOX NA - 1006 cp

    ---Say no to standardization---
  • Chilly-McFreeze
    Chilly-McFreeze
    ✭✭✭✭✭
    ✭✭✭✭
    Kadoin wrote: »
    Kadoin wrote: »

    And yet that skill does not stun. I wonder why that is. Wait, it kind of does off-balance on a proc with a cooldown. Something similar to Dizzy Swing after the changes. What a coincidence!

    Cool, so now we can make Dizzy instant too?

    Sure, after there is an execute to use that does 300%+ more damage after spamming whip, whip scales like uppercut does and/or sets start being made available to do the equivalent of 5.5K+ weapon damage on a mag char, and a set that makes it hit 2 other targets for 50% of the whip damage.

    Oh and whip is made available to all mag chars.

    Your grasping at straws.
  • Millz
    Millz
    ✭✭✭
    Kadoin wrote: »
    Kadoin wrote: »

    And yet that skill does not stun. I wonder why that is. Wait, it kind of does off-balance on a proc with a cooldown. Something similar to Dizzy Swing after the changes. What a coincidence!

    Cool, so now we can make Dizzy instant too?

    Sure, after there is an execute to use that does 300%+ more damage after spamming whip, whip scales like uppercut does and/or sets start being made available to do the equivalent of 5.5K+ weapon damage on a mag char, and a set that makes it hit 2 other targets for 50% of the whip damage.

    Oh and whip is made available to all mag chars.

    I think youre misunderstanding mag vs stam. Stam gets high weapon damage and mag gets huge stat pool in return they even out. Yes there are more sets that boost weapon damage than mag but a lot of those sets dont even have the same return of damage as crafty alfiq which is non proc where all stam sets that have weapon dmg 5 piece again require a proc and timing
    Brenhji
    PC NA - 400 cp
    (Retired) XBOX NA - 1006 cp

    ---Say no to standardization---
  • Kadoin
    Kadoin
    ✭✭✭✭✭
    ✭✭
    Millz wrote: »
    Kadoin wrote: »
    Millz wrote: »
    Kadoin wrote: »
    Millz wrote: »
    Back to crystal blast and dizzying swing, they moved the stun to crystal blast and left the cast time which is dumb for a ranged ability but using that model dizzying swing should not have been touched. The knockback animation was what was causing the dsynchs because they dropped the cast time to 0.8 secs from 1.0 sec.

    Call me when I can use crushing shock or venom arrow on dizzy swing. Call me when major evasion applies to it. Oh wait...
    Millz wrote: »
    Dizzying Swing was nerfed because it was too strong.
    ZOS did a good job.

    its tool tip is only slightly more than actual spammable skills and in some cases the same, the problem was not the skill but the knockback animation which they addressed in the pts notes. IF they would quit doing all these drastic changes and listened to feedback and do small logical tweaks maybe they wouldnt have wasted the last few years going back and forth

    "Slightly higher" meaning you ignore how weapon damage is stacked and scales with the skill. Got it.
    Millz wrote: »
    I think a spammable would require it being able to cast without anytime in between

    And yet I replaced my spammable with it. How strange.

    Crushing shock has no cast time. Venom arrow is a dot. The tool tip is only slightly higher? I don't even know what to say to that. And nice you can now get off TWO abilities in the time it takes for 1 dizzying swing

    I mean that dizzy is not interruptible. Also crushing shock is not as strong as dizzy and costs more.

    I dare you to advocate reducing the damage of dizzy to crushing shock levels, taking into account the extra resistances certain classes get on spell resist, then moving the cost to the same amount and making it a spammable that does not stun. You won't.
    Barbaran wrote: »
    Kadoin wrote: »
    Where where all of these people when frags were nerfed and DK whip? Both not as good as dizzy swing on live.

    Hmm...

    ZOS should have nerfed it a long time ago with both of those skills above, the only reason why they didn't was because no one used it. Now that people are and its "working", its become clear how strong it is. The fact that your build is destroyed by a single addition or removal of a skill is testament to how OP it really is.

    Your comparing frags? A skill that without sacraficeing anything could have an INSTANT 20K tooltip and also used to stun?
    Give dizzy a 28m range and then we'll talk.

    Whip also has no cast time and still hits like a truck. My magdk can hit 5-7k+ spammables no problem... Not the same

    And yet that skill does not stun. I wonder why that is. Wait, it kind of does off-balance on a proc with a cooldown. Something similar to Dizzy Swing after the changes. What a coincidence!

    Yeah that was my fault I got the words jumbled I also have a lot on my mind lol. And if they got rid of the cast time and made it the same damage as force pulse and has a chance at 3 status effects then why not? Cost could not be the same as to all stamina abilities are cheaper than mag. And the reason it doesnt do as much damage is because there is no cast time like I've been saying. Cast time skills snipe, frags, solar flare and d swing hit harder but not by as much as you think.

    Also if they make this change to be like whip then remove the cast time easy as that. I mean thats the logic youre using right? All skills should be the same?

    You don't seem to get it. 2H has an execute, mag DK? It does not. If it did, whip nerfs would fill the forums in a second.

    The way ZOS apparently intended DK to be played is for you to stack DoTs (got nerfed) on a target and wear them down until they die. Whip is supposed to help with that on mag DK, and because it exists, ZOS probably will not introduce a general execute for mag chars or a class execute for DK. And similarly, stam DK not gonna get access to whip. On the live server this only works because DoTs are overtuned right now.

    There's also proc sets, but that apparently is ignored by ZOS when doing balance so let's not go there. In fact, I don't know of any mag DK that can kill anyone just using whip. They must stack DoTs and even use destro ult/leap on live right now, despite the "power" of whip and DoTs. You cannot tell me someone is standing and whipping someone to death alone.

    Let that compare to 2H on live. You can literally spam dizzy swing, throw in a turn evil if you get bored because your opponent is smart enough to roll or block, and then spam dizzy swing again and use executioner (other morph not reliable because it apparently misses when it shouldn't). Both of them have large tooltips, so what is the difference? The difference on live is the power of the CC and the availability of an execute. That's ignoring onslaught...

    Having the CC attached means the skill offers attack and defense in one skill with massive damage and a CC. This was the exact reason why frags got its stun removed and the old lash that stunned also got removed. It is too much in a skill.

    Now removing the stun, you compare it to whip. Again, ignoring the availability of the execute. Do you see the problem yet?
  • Millz
    Millz
    ✭✭✭
    Kadoin wrote: »
    Millz wrote: »
    Kadoin wrote: »
    Millz wrote: »
    Kadoin wrote: »
    Millz wrote: »
    Back to crystal blast and dizzying swing, they moved the stun to crystal blast and left the cast time which is dumb for a ranged ability but using that model dizzying swing should not have been touched. The knockback animation was what was causing the dsynchs because they dropped the cast time to 0.8 secs from 1.0 sec.

    Call me when I can use crushing shock or venom arrow on dizzy swing. Call me when major evasion applies to it. Oh wait...
    Millz wrote: »
    Dizzying Swing was nerfed because it was too strong.
    ZOS did a good job.

    its tool tip is only slightly more than actual spammable skills and in some cases the same, the problem was not the skill but the knockback animation which they addressed in the pts notes. IF they would quit doing all these drastic changes and listened to feedback and do small logical tweaks maybe they wouldnt have wasted the last few years going back and forth

    "Slightly higher" meaning you ignore how weapon damage is stacked and scales with the skill. Got it.
    Millz wrote: »
    I think a spammable would require it being able to cast without anytime in between

    And yet I replaced my spammable with it. How strange.

    Crushing shock has no cast time. Venom arrow is a dot. The tool tip is only slightly higher? I don't even know what to say to that. And nice you can now get off TWO abilities in the time it takes for 1 dizzying swing

    I mean that dizzy is not interruptible. Also crushing shock is not as strong as dizzy and costs more.

    I dare you to advocate reducing the damage of dizzy to crushing shock levels, taking into account the extra resistances certain classes get on spell resist, then moving the cost to the same amount and making it a spammable that does not stun. You won't.
    Barbaran wrote: »
    Kadoin wrote: »
    Where where all of these people when frags were nerfed and DK whip? Both not as good as dizzy swing on live.

    Hmm...

    ZOS should have nerfed it a long time ago with both of those skills above, the only reason why they didn't was because no one used it. Now that people are and its "working", its become clear how strong it is. The fact that your build is destroyed by a single addition or removal of a skill is testament to how OP it really is.

    Your comparing frags? A skill that without sacraficeing anything could have an INSTANT 20K tooltip and also used to stun?
    Give dizzy a 28m range and then we'll talk.

    Whip also has no cast time and still hits like a truck. My magdk can hit 5-7k+ spammables no problem... Not the same

    And yet that skill does not stun. I wonder why that is. Wait, it kind of does off-balance on a proc with a cooldown. Something similar to Dizzy Swing after the changes. What a coincidence!

    Yeah that was my fault I got the words jumbled I also have a lot on my mind lol. And if they got rid of the cast time and made it the same damage as force pulse and has a chance at 3 status effects then why not? Cost could not be the same as to all stamina abilities are cheaper than mag. And the reason it doesnt do as much damage is because there is no cast time like I've been saying. Cast time skills snipe, frags, solar flare and d swing hit harder but not by as much as you think.

    Also if they make this change to be like whip then remove the cast time easy as that. I mean thats the logic youre using right? All skills should be the same?

    You don't seem to get it. 2H has an execute, mag DK? It does not. If it did, whip nerfs would fill the forums in a second.

    The way ZOS apparently intended DK to be played is for you to stack DoTs (got nerfed) on a target and wear them down until they die. Whip is supposed to help with that on mag DK, and because it exists, ZOS probably will not introduce a general execute for mag chars or a class execute for DK. And similarly, stam DK not gonna get access to whip. On the live server this only works because DoTs are overtuned right now.

    There's also proc sets, but that apparently is ignored by ZOS when doing balance so let's not go there. In fact, I don't know of any mag DK that can kill anyone just using whip. They must stack DoTs and even use destro ult/leap on live right now, despite the "power" of whip and DoTs. You cannot tell me someone is standing and whipping someone to death alone.

    Let that compare to 2H on live. You can literally spam dizzy swing, throw in a turn evil if you get bored because your opponent is smart enough to roll or block, and then spam dizzy swing again and use executioner (other morph not reliable because it apparently misses when it shouldn't). Both of them have large tooltips, so what is the difference? The difference on live is the power of the CC and the availability of an execute. That's ignoring onslaught...

    Having the CC attached means the skill offers attack and defense in one skill with massive damage and a CC. This was the exact reason why frags got its stun removed and the old lash that stunned also got removed. It is too much in a skill.

    Now removing the stun, you compare it to whip. Again, ignoring the availability of the execute. Do you see the problem yet?
    Kadoin wrote: »
    Millz wrote: »
    Kadoin wrote: »
    Millz wrote: »
    Kadoin wrote: »
    Millz wrote: »
    Back to crystal blast and dizzying swing, they moved the stun to crystal blast and left the cast time which is dumb for a ranged ability but using that model dizzying swing should not have been touched. The knockback animation was what was causing the dsynchs because they dropped the cast time to 0.8 secs from 1.0 sec.

    Call me when I can use crushing shock or venom arrow on dizzy swing. Call me when major evasion applies to it. Oh wait...
    Millz wrote: »
    Dizzying Swing was nerfed because it was too strong.
    ZOS did a good job.

    its tool tip is only slightly more than actual spammable skills and in some cases the same, the problem was not the skill but the knockback animation which they addressed in the pts notes. IF they would quit doing all these drastic changes and listened to feedback and do small logical tweaks maybe they wouldnt have wasted the last few years going back and forth

    "Slightly higher" meaning you ignore how weapon damage is stacked and scales with the skill. Got it.
    Millz wrote: »
    I think a spammable would require it being able to cast without anytime in between

    And yet I replaced my spammable with it. How strange.

    Crushing shock has no cast time. Venom arrow is a dot. The tool tip is only slightly higher? I don't even know what to say to that. And nice you can now get off TWO abilities in the time it takes for 1 dizzying swing

    I mean that dizzy is not interruptible. Also crushing shock is not as strong as dizzy and costs more.

    I dare you to advocate reducing the damage of dizzy to crushing shock levels, taking into account the extra resistances certain classes get on spell resist, then moving the cost to the same amount and making it a spammable that does not stun. You won't.
    Barbaran wrote: »
    Kadoin wrote: »
    Where where all of these people when frags were nerfed and DK whip? Both not as good as dizzy swing on live.

    Hmm...

    ZOS should have nerfed it a long time ago with both of those skills above, the only reason why they didn't was because no one used it. Now that people are and its "working", its become clear how strong it is. The fact that your build is destroyed by a single addition or removal of a skill is testament to how OP it really is.

    Your comparing frags? A skill that without sacraficeing anything could have an INSTANT 20K tooltip and also used to stun?
    Give dizzy a 28m range and then we'll talk.

    Whip also has no cast time and still hits like a truck. My magdk can hit 5-7k+ spammables no problem... Not the same

    And yet that skill does not stun. I wonder why that is. Wait, it kind of does off-balance on a proc with a cooldown. Something similar to Dizzy Swing after the changes. What a coincidence!

    Yeah that was my fault I got the words jumbled I also have a lot on my mind lol. And if they got rid of the cast time and made it the same damage as force pulse and has a chance at 3 status effects then why not? Cost could not be the same as to all stamina abilities are cheaper than mag. And the reason it doesnt do as much damage is because there is no cast time like I've been saying. Cast time skills snipe, frags, solar flare and d swing hit harder but not by as much as you think.

    Also if they make this change to be like whip then remove the cast time easy as that. I mean thats the logic youre using right? All skills should be the same?

    You don't seem to get it. 2H has an execute, mag DK? It does not. If it did, whip nerfs would fill the forums in a second.

    The way ZOS apparently intended DK to be played is for you to stack DoTs (got nerfed) on a target and wear them down until they die. Whip is supposed to help with that on mag DK, and because it exists, ZOS probably will not introduce a general execute for mag chars or a class execute for DK. And similarly, stam DK not gonna get access to whip. On the live server this only works because DoTs are overtuned right now.

    There's also proc sets, but that apparently is ignored by ZOS when doing balance so let's not go there. In fact, I don't know of any mag DK that can kill anyone just using whip. They must stack DoTs and even use destro ult/leap on live right now, despite the "power" of whip and DoTs. You cannot tell me someone is standing and whipping someone to death alone.

    Let that compare to 2H on live. You can literally spam dizzy swing, throw in a turn evil if you get bored because your opponent is smart enough to roll or block, and then spam dizzy swing again and use executioner (other morph not reliable because it apparently misses when it shouldn't). Both of them have large tooltips, so what is the difference? The difference on live is the power of the CC and the availability of an execute. That's ignoring onslaught...

    Having the CC attached means the skill offers attack and defense in one skill with massive damage and a CC. This was the exact reason why frags got its stun removed and the old lash that stunned also got removed. It is too much in a skill.

    Now removing the stun, you compare it to whip. Again, ignoring the availability of the execute. Do you see the problem yet?

    Sorry I didn't even read everything you said but if youre upset about magdk not having an execute then I get it every class should have an option to run an execute thats reasonable. But this thread is about dizzying swing. And Dizzying swing has a cast time which in turn has easy counter play to it. You mention to throw in a turn evil if they are blocking and rolling then that defeats the purpose of dizzying swing so now its just a skill that does dmg with a cast time. At that point youre better off running something else. No one just sits there and spams dizzying swing and if someone lets you do that then thats their own l2p issue. We could talk about combat in another thread and what not but I feel like youre getting off topic and wanting to vent (which i get). But try and keep in perspective that this is specifically about dizzying swing as a skill that has a cast time and as stands with PTS changes is useless because like you said for a stun i will run turn evil and for a spammable well now who knows what ill run. Because like dizzying swing is already counterable the heavy attack that i must follow up with will also be very counterable.
    Brenhji
    PC NA - 400 cp
    (Retired) XBOX NA - 1006 cp

    ---Say no to standardization---
  • wheem_ESO
    wheem_ESO
    ✭✭✭✭✭
    Millz wrote: »
    Dizzying Swing was nerfed because it was too strong.
    ZOS did a good job.

    its tool tip is only slightly more than actual spammable skills and in some cases the same, the problem was not the skill but the knockback animation which they addressed in the pts notes. IF they would quit doing all these drastic changes and listened to feedback and do small logical tweaks maybe they wouldnt have wasted the last few years going back and forth
    Actual "real world" damage matters infinitely more than what someone might see on the tooltip of some random build. In no-CP BGs, I routinely see Dizzying Swings for >= 6k damage, which other spammable abilities (excepting Jabs/Sweeps) only reach under specific circumstances, like when buffed by the overpowered Onslaught ultimate.

    Force Pulse/Crushing Shock is capable of doing some decent damage, but it in no way compares to Dizzying Swing. There are reasons DSwing is everywhere in BGs on live, and the Destruction Staff "equivalent" is actually quite rare.
    Millz wrote: »
    Kadoin wrote: »
    Kadoin wrote: »
    Where where all of these people when frags were nerfed and DK whip? Both not as good as dizzy swing on live.

    Hmm...

    ZOS should have nerfed it a long time ago with both of those skills above, the only reason why they didn't was because no one used it. Now that people are and its "working", its become clear how strong it is. The fact that your build is destroyed by a single addition or removal of a skill is testament to how OP it really is.

    Bollocks. Some builds have to rely on non-class dmg skills like Dizzy because, you know, they didn't had or still don't have reasonable powered class skills.
    If they nerf Whip some more, what would you think? Why not *** with Frags a little more now, or Curse, I mean it shouldn't break your build and if it does, it was "too OP", right?
    You're obviously salty about previous nerfs and now want other classes to go through the same.

    Some skills are simply bread and butter. If you nerf them into uselessness youre build will eventually become a problem because at some point there is nothing to fall back on.

    So because the stun is removed its no longer a spammable? Tell me more.

    I think a spammable would require it being able to cast without anytime in between
    Instant cast spammables are affected by a 1 second global cooldown, so there isn't really more of a wait between DSwing spam than there is between Force Pulse/Crushing Shock spam. It's just that the former is *vastly* more powerful than the latter.
  • Millz
    Millz
    ✭✭✭
    Btw I'm not trying to say there shouldnt be a counter to dizzying swing my view point still stands that i mention it should be returned to 1 sec cast time with the pts change to knockback animation. Because knockback animation was what was making this skill seem OP causing people to dsynch
    Brenhji
    PC NA - 400 cp
    (Retired) XBOX NA - 1006 cp

    ---Say no to standardization---
  • Kadoin
    Kadoin
    ✭✭✭✭✭
    ✭✭
    Millz wrote: »

    Sorry I didn't even read everything you said but if youre upset about magdk not having an execute then I get it every class should have an option to run an execute thats reasonable. But this thread is about dizzying swing. And Dizzying swing has a cast time which in turn has easy counter play to it. You mention to throw in a turn evil if they are blocking and rolling then that defeats the purpose of dizzying swing so now its just a skill that does dmg with a cast time. At that point youre better off running something else. No one just sits there and spams dizzying swing and if someone lets you do that then thats their own l2p issue. We could talk about combat in another thread and what not but I feel like youre getting off topic and wanting to vent (which i get). But try and keep in perspective that this is specifically about dizzying swing as a skill that has a cast time and as stands with PTS changes is useless because like you said for a stun i will run turn evil and for a spammable well now who knows what ill run. Because like dizzying swing is already counterable the heavy attack that i must follow up with will also be very counterable.

    Backing off whip comparison now? No, no, no, no, no. Dizzy has a cast time, however, you are not snared like other cast time skills and its not interruptible. Let's start there.

    Also, its almost as if you guys believe snares and roots don't exist in the game, plus you can't build for speed.

    Also, just so you know, I ain't ever mad over changes. Surprised, yes. Mad? Nope. If they choose to keep dizzy like it is on live because of all the people complaining, let them. But they are not about to come up in the PTS forums and pretend that skill is not powerful on live and/or takes skill to use then throw out the same tired "L2P" line.

    When its convenient we should look at a skill in isolation?

    And FYI every skill in the game is counterable, that you now only consider dizzy swing too counterable to slot now that its stun is lost only proves the point that it was OP, and specifically because it stunned and did high damage.
Sign In or Register to comment.