magictucktuck wrote: »Well they did remove the stun from dizzy so your wish has been granted. People won't use it
Alienoutlaw wrote: »simple answer is learn to counter play
Dizzying Swing (morph): This morph no longer knocks the target back and stuns them, but instead sets them Off Balance for 7 seconds.
Scattershot:
Draining Shot (morph): This morph no longer knocks back targets hit, but instead reduces their movement speed by 60% for 3 seconds.
I agree with the OP. I have more issues dealing with dizzy spammers than any other spec, I just don’t have the stam recovery as mag to deal with it.
In case you haven’t noticed the FotM is always based on abilities that stun and do damage at the same time. It was reach, then dizzy, next patch you’ll be able to figure out exactly which spec will be best purely from the tool tip. Until this is balanced, which it currently is not and hasn’t been for a while, the game will just cycle FotM specs based on who has the stun that does the most damage.
4.5k stamina cost to break free, 2.5k stamina cost to dodge roll. 2k stamina cost to hit an ability that forces your opponent to use them plus does damage. See the issue?
I agree with the OP. I have more issues dealing with dizzy spammers than any other spec, I just don’t have the stam recovery as mag to deal with it.
In case you haven’t noticed the FotM is always based on abilities that stun and do damage at the same time. It was reach, then dizzy, next patch you’ll be able to figure out exactly which spec will be best purely from the tool tip. Until this is balanced, which it currently is not and hasn’t been for a while, the game will just cycle FotM specs based on who has the stun that does the most damage.
4.5k stamina cost to break free, 2.5k stamina cost to dodge roll. 2k stamina cost to hit an ability that forces your opponent to use them plus does damage. See the issue?
GeorgeBlack wrote: »Ever since Rally was nerfed 2h has become the best example of a balanced skill line.
I agree with the OP. I have more issues dealing with dizzy spammers than any other spec, I just don’t have the stam recovery as mag to deal with it.
In case you haven’t noticed the FotM is always based on abilities that stun and do damage at the same time. It was reach, then dizzy, next patch you’ll be able to figure out exactly which spec will be best purely from the tool tip. Until this is balanced, which it currently is not and hasn’t been for a while, the game will just cycle FotM specs based on who has the stun that does the most damage.
4.5k stamina cost to break free, 2.5k stamina cost to dodge roll. 2k stamina cost to hit an ability that forces your opponent to use them plus does damage. See the issue?
Block? You don't always have to dodge.
I've been watching a lot of 1vX videos and it's always dizzy, reverse slice, onslaught or dawnbreaker. Only difference is the passives between classes.
FearlessOne_2014 wrote: »Can't beat em, join em.
FearlessOne_2014 wrote: »Can't beat em, join em.
Ye I joined the magicka squad already too, works alot better (no sarcasm)
magictucktuck wrote: »Well they did remove the stun from dizzy so your wish has been granted. People won't use it
wrong. you all use it. non stop. injection, charge, dizzy exe. nothing else
How to counter dizzy:
- Block
- Dodge
- Kite
- CC
Best way: Literally run through their characters when you see them wind up so you end up behind them. It costs no resources to you and they either waste time turning around to try and wind up again or they dodge roll away and use resources for fear you're going to counter with something of your own.
Dizzy is all about positioning, same thing with wardens and sub assault/deep fissure. Yeah, when it hits you it sucks, but once you figure out how to counter it, you hardly get hit by it.
It really wasn't an OP skill, and it's sad to see its getting nerfed because people would rather put time into complaining about it more than just learning how to play against it.