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Should dizzy swing stun again?

  • SpiderKnight
    SpiderKnight
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    Keep it as is
    It's already too easy to use, I was on my healer and got hit by 4 dizzy swings from the same guy after he charged me while I was running away from his group, it's still a broken, cheesy skill.
  • Nord_Raseri
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    other
    It'd be cool if it knocked people on their back but without a full 'stun'. Just knockback, like the stam version of javelin.
    Veit ég aðég hékk vindga meiði á nætr allar níu, geiri undaðr og gefinn Oðni, sjálfr sjálfum mér, á þeim meiði er manngi veit hvers hann af rótum rennr.
  • Starlock
    Starlock
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    Return Dizzy Swing to how it was.
    I'm quite tired of the developers removing stuns from abilities because of PvP.

    They are more than capable of programming different skill functionalities in PvP and PvE. In PvE, stuns are fun. I really enjoy them. It's fun to uppercut a mob and watch them launch into the air and be stunned for a while. Stuns have been systematically removed from many abilities over the course of this game's development because of PvP. Many other fun crowd control abilities have also suffered because of PvP (e.g. time stop). I'm tired of it.

    So yes, I want the stun to return to this ability. I also want the developers to STOP keeping ability functions identical in PvP and PvE. It doesn't work and makes both game modes worser for it.
    Edited by Starlock on December 6, 2019 4:53PM
  • Qbiken
    Qbiken
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    Return Dizzy Swing to how it was.
    Should be brought back, reduce dmg and increase the cast time a bit and d-swing is gucci.
  • MentalxHammer
    MentalxHammer
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    Keep it as is
    I thought it was going to be dookie swing but I actually love it this patch
  • Deathlord92
    Deathlord92
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    TheFM wrote: »
    personally i think it should stun making it a 2 piece combo when everyone dodge rolling all over the place was a bad move

    No. It was way too easy to use. And with the broken range mechanic hit people from well over 20 meters away sometimes, or when they were behind cover, or behind walls, etc.
    This is my thoughts exactly.
  • MartiniDaniels
    MartiniDaniels
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    other
    Stun? Yes. Knockback? No.
  • Nord_Raseri
    Nord_Raseri
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    other
    Just had a thought, like different staff types change different destruction skills they could do that with 2h. Greatsword swing hits hardest/battleaxe swing causes a burst of bleed/maul swing stuns/knockback. That'd be rad. Maybe.
    Veit ég aðég hékk vindga meiði á nætr allar níu, geiri undaðr og gefinn Oðni, sjálfr sjálfum mér, á þeim meiði er manngi veit hvers hann af rótum rennr.
  • Kali_Despoine
    Kali_Despoine
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    Keep it as is
    TheFM wrote: »

    Except no one else has a extremely hard hitting ability with a nearly unavoidable stun that defied the basic physics of the game. Ive actually been stunned after i streaked from 20 meters away. Either burst, or cc, but not both

    then we can bring back the stun on frags
    AND, the next patch after we can nerf socs again

  • max_only
    max_only
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    I’m going to keep killing people with dizzy swing.
    Just because crowd control and lag are plagues of the game doesn’t mean that everything that kills you should be nerfed. Spatial awareness (complicated by lag) is still more important than any nerf request. Npcs still use dizzying swing original, I’m waiting for the complaints on that.
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • eso_lags
    eso_lags
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    Return Dizzy Swing to how it was.
    The devs, and the people saying it shouldnt stun, clearly doing understand how combat works in this game. Dswing was perfectly fine the way it was and no one was complaining about it until the devs decided to nerf it. Now people want to say it was OP. Funny thing is it hits harder now.

    And when they did this to dswing they should have removed the stun from stealth attacks because snipe hits harder than dswing does, and stuns out of stealth. And every one uses it out of stealth. Or they should at least make sure snipe cant stun out of stealth.. Plus you can get 2-3 snipes off before 1 even hits your enemy. So why is that okay but dswing was OP? Well the answer is because people dont understand the combat in this game and also dont understand that melee combat is riskier than ranged combat. So we'll keep getting these special kinds of changes.

    Zos needs to start balancing the game around performance if they arent going to fix performance. Dswing is hard to land because of pvp performance, and its always been hard to land with or without lag. There are so many god damn counters to the stun, or the ability even hitting you, and now they've just added another step to stunning someone with it. Dodge roll, block, cloak, walk through your enemy, faster stuns, going out of range.. If you were dying to people spamming dswing it was your own fault and still is. It is probably the easiest ability in the game to counter.
  • jcm2606
    jcm2606
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    Starlock wrote: »
    I'm quite tired of the developers removing stuns from abilities because of PvP.

    They are more than capable of programming different skill functionalities in PvP and PvE. In PvE, stuns are fun. I really enjoy them. It's fun to uppercut a mob and watch them launch into the air and be stunned for a while. Stuns have been systematically removed from many abilities over the course of this game's development because of PvP. Many other fun crowd control abilities have also suffered because of PvP (e.g. time stop). I'm tired of it.

    So yes, I want the stun to return to this ability. I also want the developers to STOP keeping ability functions identical in PvP and PvE. It doesn't work and makes both game modes worser for it.

    A lot of PvP players are also quite tired of the devs removing stuns from abilities, because it just empowers potatoes and tank builds that much more. It allows potatoes and tank builds to just eat damage, because there's no stun that actually allows for damage combo that goes unmitigated.

    The only ones left would be Fossilize, Toppling, Streak, and Vamp Drain, and of course since they're strong, I can guarantee they'll be up on the chopping block next.

    This constant round robin of "who gets slaughtered next" balancing is actually getting extremely annoying. If we're not going to allow strong skills to exist, what's the point of having deep character building, with all these options?

    All options should be strong. It should be a hard choice between options, because they all should be that strong. If all options are garbage, choosing one is just a matter of picking the least garbage option -- where's the fun in that?
  • TheFM
    TheFM
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    Keep it as is
    TheFM wrote: »
    personally i think it should stun making it a 2 piece combo when everyone dodge rolling all over the place was a bad move

    No. It was way too easy to use. And with the broken range mechanic hit people from well over 20 meters away sometimes, or when they were behind cover, or behind walls, etc.
    This is my thoughts exactly.

    Ive been hit by the stun on the bottom of the stairs of a resource tower while they were on the middle floor before, like wtf.
    max_only wrote: »
    I’m going to keep killing people with dizzy swing.
    Just because crowd control and lag are plagues of the game doesn’t mean that everything that kills you should be nerfed. Spatial awareness (complicated by lag) is still more important than any nerf request. Npcs still use dizzying swing original, I’m waiting for the complaints on that.

    Spacial awareness doesnt mean anything if you are 20 meters away and get flung in the air by an invisible ability and get hit by an invisible onslaught executioner combo.
  • max_only
    max_only
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    TheFM wrote: »
    TheFM wrote: »
    personally i think it should stun making it a 2 piece combo when everyone dodge rolling all over the place was a bad move

    No. It was way too easy to use. And with the broken range mechanic hit people from well over 20 meters away sometimes, or when they were behind cover, or behind walls, etc.
    This is my thoughts exactly.

    Ive been hit by the stun on the bottom of the stairs of a resource tower while they were on the middle floor before, like wtf.
    max_only wrote: »
    I’m going to keep killing people with dizzy swing.
    Just because crowd control and lag are plagues of the game doesn’t mean that everything that kills you should be nerfed. Spatial awareness (complicated by lag) is still more important than any nerf request. Npcs still use dizzying swing original, I’m waiting for the complaints on that.

    Spacial awareness doesnt mean anything if you are 20 meters away and get flung in the air by an invisible ability and get hit by an invisible onslaught executioner combo.

    Which is why I put lag in parentheses.

    Dizzying swing was never a problem and I’m a certified potato.
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • jcm2606
    jcm2606
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    TheFM wrote: »
    max_only wrote: »
    I’m going to keep killing people with dizzy swing.
    Just because crowd control and lag are plagues of the game doesn’t mean that everything that kills you should be nerfed. Spatial awareness (complicated by lag) is still more important than any nerf request. Npcs still use dizzying swing original, I’m waiting for the complaints on that.

    Spacial awareness doesnt mean anything if you are 20 meters away and get flung in the air by an invisible ability and get hit by an invisible onslaught executioner combo.

    Then fix the lag and range issues. Don't nerf the ability, because something else is *** up.
  • TheFM
    TheFM
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    Keep it as is
    jcm2606 wrote: »
    TheFM wrote: »
    max_only wrote: »
    I’m going to keep killing people with dizzy swing.
    Just because crowd control and lag are plagues of the game doesn’t mean that everything that kills you should be nerfed. Spatial awareness (complicated by lag) is still more important than any nerf request. Npcs still use dizzying swing original, I’m waiting for the complaints on that.

    Spacial awareness doesnt mean anything if you are 20 meters away and get flung in the air by an invisible ability and get hit by an invisible onslaught executioner combo.

    Then fix the lag and range issues. Don't nerf the ability, because something else is *** up.
    max_only wrote: »
    TheFM wrote: »
    TheFM wrote: »
    personally i think it should stun making it a 2 piece combo when everyone dodge rolling all over the place was a bad move

    No. It was way too easy to use. And with the broken range mechanic hit people from well over 20 meters away sometimes, or when they were behind cover, or behind walls, etc.
    This is my thoughts exactly.

    Ive been hit by the stun on the bottom of the stairs of a resource tower while they were on the middle floor before, like wtf.
    max_only wrote: »
    I’m going to keep killing people with dizzy swing.
    Just because crowd control and lag are plagues of the game doesn’t mean that everything that kills you should be nerfed. Spatial awareness (complicated by lag) is still more important than any nerf request. Npcs still use dizzying swing original, I’m waiting for the complaints on that.

    Spacial awareness doesnt mean anything if you are 20 meters away and get flung in the air by an invisible ability and get hit by an invisible onslaught executioner combo.

    Which is why I put lag in parentheses.

    Dizzying swing was never a problem and I’m a certified potato.

    I wouldve been fine with that and a simple reduction in damage. But unfortunately it was either nerf it hard as they did, or fix the underlying issue and lightly nerf it, and they chose the first option.
  • scubasteve28
    scubasteve28
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    Keep it as is
    As a Stamina player, I was initially against the change. After a while ive grown to like the change. That being said I think its currently supporting players to wear heavy amor and build for little sustain. Heavy attacking for a Cc means lots of resource return.
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