Cyclone
i rolled an elemental cleave templar in anticipation of this skills release - not the cookie cutter build. i made my own with some basic theorycrafting about how cyclone will work.
what i wanted: overpowered godmode whirlwind from diablo 3 what i expected: for melee to finally get an AoE that competes with ranged characters and their plethora of amazing skills and gems what i got: a slap in the face -- i rerolled a summoner. |
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" Same for me. I've alredy posted about it a few pages ago, but it seems like noone cares. If the real dmg is as the tooltip says then for 2h you are doing only half dmg that you are supposed to... Basicaly main hand dmg is 35% as is should be while offhand is unarmed dmg. This or I'm doing something terribly wrong... |
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" Is this for real roflmao? This has to be a troll lol. I can't help but read this like the Slingblade character. It can be summed up with this: "I used to kill things easy with my godly items and I still kill things easy that are 18 levels lower than me with cyclone." You even state that the DPS goes from 6800 down to 3500. Sure, you might get it up to 4000 from gem levels, but it's the weapon that adds the most damage to attack skills, while spells get their damage from the gem level. So it won't get much higher. I don't mean to be disrespectful if you are serious, but this has to be sarcasm. |
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Yeah, what does the "off hand damage" when using a 2hander mean?
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I said this another post, but I just don't understand why GGG doesn't just make a grossly overpowered melee ability. Even if cyclone had 150% damage effectiveness per hit, it still wouldn't compare with some other ranged builds that can utilize chain/gmp/lmp etc... and at range.
Cyclone seriously needs to be buffed to D2 levels. If you noticed, WW in D2 was pretty much the only strong AOE melee ability in that game and people called it overpowered and yet it was still outclassed by multishot and frozen orb. It is the nature of melee in every damn RPG I play, gimp. My absolutely serious straight faced suggestions: -Change the damage effectiveness per hit from 35% to 150-200%. -Change base hits from 2 to 1. -Increase radius by maybe 4 -Allow more direct control over the ability, at least allow me to cancel it in mid whirl. I think the mana cost is fine as it encourages BM builds instead of using mana and stacking 7 auras. |
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Here's my feedback on Cyclone:
It's very underpowered, at least on low to mid levels and gear. I have not been able to test it with an endgame character, but since the skill is not level 31, it should be expected to work decently with mid-range characters, which it doesn't. Damage is extremely low for the movement commitment and high base cost. With a couple of supports the cost skyrockets, and almost forces characters into speccing into blood magic or eldritch battery. The low damage and inconsistency of hits on enemies means that often you'll clear packs faster with single-target skills. Skill is the most prone to desyncs yet, managing to be a bit worse than Whirling Blades. Desync is exacerbated by the slow nature of the skill, preventing you from having the chance to correct yourself for extended periods of time, forcing players to log out for their own safety at times. The hit inconsistency mentioned is a big problem. It forces characters to actively tank their movement speed to improve the effectiveness of the skill. If they do that, they'll often have to resort to Whirling Blades for mobility. Using 2 desync-heavy skills in one character seems like a recipe for a quick trip to Default league. The above issues mean that the skill is simply not satisfying to use unless you're already packing a truckload of damage, by which point you're better served with using Sweep or Cleave, both of which can be modified to hit about as many mobs as Cyclone, with lower cost, higher safety and much higher damage. Aesthetically at least the skill looks good, I guess. |
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Two gripes.
1. The damage is underwhelming. Ill stick with ls. 2. Why can't the skill follow the mouse rather then being stuck in a line until the end of the cast? |
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This needs explaining and feedback:
From testing: 1 spin equals 2 hits, but these hits are single target. So you hit 2 mobs per spin only once or 1 mob twice, despite there being far more mobs within range. So effectively it is a single target attack, that hits a random(?) target within the aoe. It seems to be 1 spin per 1ats or 2, got to properly pin this down, but a dev could answer. Assuming you got 2 spins, more attack speed increases the spin count, hence more hits. Assuming you increase ats from 1 to 3. You would either spin 3 to 6 times. Doing 6 to 12 hits. This is similar to double strike. The difference is you can hit further away potentially and you do far far less damage. Now you can also increase MS, which makes the attack faster. So the 6 to 12 hits are done in a shorter time span. I guess the latter is mandatory to get anything out of the skill. Like this it seems the hit count per spin is too low or the skill should be a proper AoE that hits all targets, which is not the case. |
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I'm very confused by the 2 hits per spin logic, does this mean I'm only hitting 2 targets with each spin, or dealing 2 hits to all targets? I really can't tell if I'm hitting every target around me or just alternating hits between them, my attack speed is so high it's hard to tell.
IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui
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" Ah... Well now, if there's going to be any buff to this skill, it had better be making it a real AOE! IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui
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