You must mean the 2018-2020 Warden/Necro tank meta. Yeah that sucked, but it wasn't Uppercut's fault. 2015-2017 metas were a relatively healthy balance of 2H and DW melee builds. Uppercut was even stronger back then but was fine and generally appreciated.Major_Mangle wrote: »Nah, d-swing can stay in the dirt where it belongs. Back when the skill had a knock-up is probably one of the worst times for PvP this game has ever seen. Hope it stays a mediocre skill until the servers are taken down.
If reducing the cast time to 0.5sec means Uppercut can land reliably in PvP, then it's a huge buff. I do agree though that Weapon skills should be better than generics like BFB, I don't think the buffed Uppercut quite gets there, and that's where it needs to be to see play.
The 0.8sec cast is a joke, nobody paying attention is getting hit by that. Even at 0.5sec players will still simply step out of range, causing your cast to fail. I'd vote zero cast time.It's a nerf, 0.8s cast time leaves less time to react to following skill(which could be ulti), so it should be either 0.8s cast time or no cast time at all
Major_Mangle wrote: »Nah, d-swing can stay in the dirt where it belongs. Back when the skill had a knock-up is probably one of the worst times for PvP this game has ever seen. Hope it stays a mediocre skill until the servers are taken down.
Major_Mangle wrote: »Nah, d-swing can stay in the dirt where it belongs. Back when the skill had a knock-up is probably one of the worst times for PvP this game has ever seen. Hope it stays a mediocre skill until the servers are taken down.
BardokRedSnow wrote: »Aside from that there's a huge long range meta, and you will get lit up trying to swing dizzy as it is now in cyrodiil in most cases.
Urzigurumash wrote: »D Swing had a longer cast time pre Nerfmire in 2018 and it was great back then because it hit harder, there was less Snare Removal, less CC Immunity, and basically nobody was at Speedcap.
But today Speedcap and immediate Snare Removal are essential characteristics of everybody's favorite fantasy archetype, the Beetle-summoning Lightning Assassin.
Zodiarkslayer wrote: »And this discussion underlines again why a PvP centric view on ESO destroys the entire game.
Separate PvP from PvE! It's the only way.
Real OGs remember wrecking blow into take flight.
Real OGs remember wrecking blow into take flight.
Urzigurumash wrote: »Real OGs remember wrecking blow into take flight.
then Heavy Attack -> Executioner, in 2018 and 2019 I really enjoyed Doylemish with that too
Nowadays nobody's staying down long enough for any of that to work even if it had the Knockback
which probably speaks to an increase in player skill as much as anything. Certainly that must be a large part of the gradual "solving of the Meta"
and well said there @MincMincMinc , spot on analysis . Old timer StamDK and StamSorc forever united in our treasured memories
The 0.8sec cast is a joke, nobody paying attention is getting hit by that. Even at 0.5sec players will still simply step out of range, causing your cast to fail. I'd vote zero cast time.It's a nerf, 0.8s cast time leaves less time to react to following skill(which could be ulti), so it should be either 0.8s cast time or no cast time at all
Probably be more balanced to straight up swap the mechanics of Uppercut and BFB. Let Vamp line have the weird niche skill, let 2H have the broadly useful and consistent one.
The 0.8sec cast is a joke, nobody paying attention is getting hit by that. Even at 0.5sec players will still simply step out of range, causing your cast to fail. I'd vote zero cast time.It's a nerf, 0.8s cast time leaves less time to react to following skill(which could be ulti), so it should be either 0.8s cast time or no cast time at all
Probably be more balanced to straight up swap the mechanics of Uppercut and BFB. Let Vamp line have the weird niche skill, let 2H have the broadly useful and consistent one.
It's not that, GCD is 1 second, so after 0.8 cast time you hit your skill in just 200 seconds, it leads to some opportunities, like for example if you actually stun with dizzying you can then hit a guaranteed merciless, which is cool. With 500 ms there will be enough time to break free and dodge it
MincMincMinc wrote: »It was a slight buff this patch, but really it just allows you to block or weapon swap after dizzy sooner. Generally you dont weapon swap after dizzy since it is a combo initiation skill.
Not quite sure what the OP means, but its not good for the game for zos to constantly be removing unique playstyles and making everything into a surprise attack skill. General gameplay and weaving is losing its variety. 2h used to always be the chunky longer swing hits that felt like they hit hard. Now dizzy gameplay is converting into a generic surprise attack spam to pair with other generic timed burst skills in order to do damage.
Zos should have just fixed the knockup putting people in walls instead of removing it.
History:At the time the real issue was that they gutted the unique onslaught and made it a copy and paste of corrosive instead of buffing the more original ult return idea. Which lead to people doing one shot builds all over the place.....instead of zos changing their new idea they tried to prevent landing it by nerfing dizzy stun.......zos apparently doesnt think other stuns exist in the game. Not to mention the offbalance stun literally guarantees you can hit your next skill because it is not tied to a GCD hit like old dizzy knockup was. So now instead of a clearly telegraphed long cast time counterable skill we have this unavoidable invisible stun animation slop.
Also at the time zos found people had issues landing dizzy, but this was because originally the skill had two aim checks at the start and end of the skill. There was also conflicting PTS info because zos only changed the dizzy skill and had not changed the aim checks of uppercut and wrecking at the time.........So you needed to be in range and aiming at the target to hit the skill shot. Which is where alot of the fun was of the skill. Again at the time of summerset zos introduced swift and power crept the average player's movement speed without sprint up considerably while giving access to constant snare immunities making the average player constantly fast moving. Which was why they started speeding up dizzy from the 1.5s and 1.2s cast time while also adding the useless snare to the skill
Dizzy and 2h got done dirty so many times over the years. Honestly I thought the crystal weapon on sorc was going to be a remake of old dizzy since dizzy was always stamsorc's "spammable" of choice. Old dizzy made sense for crystal weapon since it was a cast time much like crystal blast and frags. Instead of frags massive damage boost and instant cast, you could have a crystal weapon proc that did the longer cast knockup........Made a lot more sense than a copy and paste of imbue which didn't pair with stamsorc bruiser playstyle at all.
cuddles_with_wroble wrote: »MincMincMinc wrote: »It was a slight buff this patch, but really it just allows you to block or weapon swap after dizzy sooner. Generally you dont weapon swap after dizzy since it is a combo initiation skill.
Not quite sure what the OP means, but its not good for the game for zos to constantly be removing unique playstyles and making everything into a surprise attack skill. General gameplay and weaving is losing its variety. 2h used to always be the chunky longer swing hits that felt like they hit hard. Now dizzy gameplay is converting into a generic surprise attack spam to pair with other generic timed burst skills in order to do damage.
Zos should have just fixed the knockup putting people in walls instead of removing it.
History:At the time the real issue was that they gutted the unique onslaught and made it a copy and paste of corrosive instead of buffing the more original ult return idea. Which lead to people doing one shot builds all over the place.....instead of zos changing their new idea they tried to prevent landing it by nerfing dizzy stun.......zos apparently doesnt think other stuns exist in the game. Not to mention the offbalance stun literally guarantees you can hit your next skill because it is not tied to a GCD hit like old dizzy knockup was. So now instead of a clearly telegraphed long cast time counterable skill we have this unavoidable invisible stun animation slop.
Also at the time zos found people had issues landing dizzy, but this was because originally the skill had two aim checks at the start and end of the skill. There was also conflicting PTS info because zos only changed the dizzy skill and had not changed the aim checks of uppercut and wrecking at the time.........So you needed to be in range and aiming at the target to hit the skill shot. Which is where alot of the fun was of the skill. Again at the time of summerset zos introduced swift and power crept the average player's movement speed without sprint up considerably while giving access to constant snare immunities making the average player constantly fast moving. Which was why they started speeding up dizzy from the 1.5s and 1.2s cast time while also adding the useless snare to the skill
Dizzy and 2h got done dirty so many times over the years. Honestly I thought the crystal weapon on sorc was going to be a remake of old dizzy since dizzy was always stamsorc's "spammable" of choice. Old dizzy made sense for crystal weapon since it was a cast time much like crystal blast and frags. Instead of frags massive damage boost and instant cast, you could have a crystal weapon proc that did the longer cast knockup........Made a lot more sense than a copy and paste of imbue which didn't pair with stamsorc bruiser playstyle at all.
Not only did they gut dizzy swing and consistently gut any brawler set we run with it but then we (stamsorcs) switched to master dw and they murdered that too. Remember when we have vate 2h heavy attack crystal wep burst? Dead. vMA 2h azure? Dead. We can only pray they don’t fix bow sorc or its all over KEKW
MincMincMinc wrote: »The 0.8sec cast is a joke, nobody paying attention is getting hit by that. Even at 0.5sec players will still simply step out of range, causing your cast to fail. I'd vote zero cast time.It's a nerf, 0.8s cast time leaves less time to react to following skill(which could be ulti), so it should be either 0.8s cast time or no cast time at all
Probably be more balanced to straight up swap the mechanics of Uppercut and BFB. Let Vamp line have the weird niche skill, let 2H have the broadly useful and consistent one.
It's not that, GCD is 1 second, so after 0.8 cast time you hit your skill in just 200 seconds, it leads to some opportunities, like for example if you actually stun with dizzying you can then hit a guaranteed merciless, which is cool. With 500 ms there will be enough time to break free and dodge it
Well, the abusive offbalance stun should not be a good example of what we should be asking for. Even with the old knockup you could CC break and block before being hit by the next gcd. Allowing any guaranteed merciless (highest tooltip skill/ult in the game) is not a good thing, its terrible telegraph design.
Things like the terrible offbalance stun is why the game feels so unresponsive and clunky. Because there are no clear telegraphs for things like this you run into these situations where your character just seems to flop over. Its the disconnect of not having clear visuals for CC consequences. Much like how many players have issues with charm because they cant see the light blue circle in many instances.