Should dizzy swing be nerfed or not?

  • Commancho
    Commancho
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    Honestly? When I look at these CC nerfs, I see more nerfs comming:
    1. Healing nerfs.
    2. Roll dodge nerfs.
    3. Sustain nerfs.

    Am I happy about it? Nope, absolutly garbage changes. Far too deep for a 5 years old game. Nobody was asking for that. Rollercoaster with new meta changing every month will crash soon. Trying to satisfy PVP miniority with all cost when there is TES6 incomming is very bad idea... ;-)
    Edited by Commancho on October 8, 2019 8:31AM
  • whiskidou
    whiskidou
    No
    Maybe a little damage tuning was a good idea but theres a difference between slightly nerfing damage and removing the skill identity.
  • HowlKimchi
    HowlKimchi
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    Yes
    Yes but not as much as it was on the PTS right now.
    previously @HaruKamui but I outgrew my weeb phase (probably)

    PC/NA - EP - Howl Bragi/Howl Kimchi
  • Juhasow
    Juhasow
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    Juhasow wrote: »
    Juhasow wrote: »
    What is actually funny is that everyone talks about dizzying swing when Accelerating drain which is as strong or even stronger goes under radar.

    Drain has a 4K tooltip...what are you talking about?

    When buffed it's usually over 5k. And when morphed into accelerating drain it hits every 0,7 sec. That means in first 0,7 second from the moment You're clicking it You'll get 2 ticks which is over 10k tooltip which is already higher then regular spammable abilities still within global cooldown. In 1,4 second You'll get damage comparable or higher then dmg of dizzying swing. So You basically have undodgable high damage , cheap , healing stun that goes through dodge plus gives You 20 second of minor expedition. That sounds like slightly too much especially for setups that have abilities with delayed burst which can cast their burst damage ability plus some ult and then use drain while their DoTs are already ticking on enemy creating basically unavoidable burst combo.

    If ZoS wanted to get rid of damaging abilities that also have stuns or abilities that allows for too strong burst combos too quickly and too easy then this ability should be on that list.

    That's really interesting, thanks for the information. I am currently running Accelerating Drain, but I don't notice the extra damage you're describing because I am block cancelling the spell immediately after casting it.

    I'm going to try letting the Drain run a bit longer and see what happens.

    Yeah block cancelling it immediately is basically waste since You have 0,9 sec global cooldonw before You'll be able to use other ability so You can easily cast that for 1 second and get 2 ticks. I also forgot to mention how cluncky the stun is when it's applied. Basically for like half of second or even 1 second there is no animation or anything that would incline You're stunned You just randomly start to stand like Your game would freeze. On classes like warden , necro or sorc You can easily combine that ability with their delayed burst abilities to secure the kill especially in BGs. Many people lately started to basically spam that ability in BGs because the moment You're not 100% HP and You'll get stunned by that ability considering that breaking it will take more time thjen in case of other stuns You're basically dead if somebody is not spamming heals on You. It's most effective when You're in group.
    Edited by Juhasow on October 8, 2019 5:37PM
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