Sweep

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Wiesl_1404 wrote:
Wouldn't it be logical if Sweep AoE (and Cleave AoE etc.) would benefit from the "+x to Weapon Range" modifier?
[..]I would really like to see, for consistancy and mechanics reason, that Sweep would benefit from the weapon range modifier and base weapon range to scale its AoE.

They don't use the weapon's range as it stands, so why would it make sense for them to scale with +weapon range modifiers? 'But Cyclone does it' is a terrible reason, considering it's the sole exception. If consistency is your goal, look towards the snowflake.

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Scaling them with weapon range is a needless radius reduction for one-handed attacks.
Last edited by Vipermagi#0984 on Jan 19, 2016, 12:50:59 PM
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Vipermagi wrote:
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Wiesl_1404 wrote:
Wouldn't it be logical if Sweep AoE (and Cleave AoE etc.) would benefit from the "+x to Weapon Range" modifier?
[..]I would really like to see, for consistancy and mechanics reason, that Sweep would benefit from the weapon range modifier and base weapon range to scale its AoE.

They don't use the weapon's range as it stands, so why would it make sense for them to scale with +weapon range modifiers? 'But Cyclone does it' is a terrible reason, considering it's the sole exception. If consistency is your goal, look towards the snowflake.

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Scaling them with weapon range is a needless radius reduction for one-handed attacks.


Doesn't Sweep only work with 2-handed melee weapons? If that is correct your last point would be irrelevant.
Why wouldn't it make sense to let the + weapon range modifier apply to benefit the skill and in terms of consistancy? Why Cyclone doesn't have a base AoE like Cleave or sweep for the same reason?

We could ask many questions regarding this topic but only GGG can give the answer to that.


PS: Sry i was wrong in my initial post - Sweep has a base range of 26 since 2.0 not 20 as i stated.
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Wiesl_1404 wrote:
Doesn't Sweep only work with 2-handed melee weapons? If that is correct your last point would be irrelevant.

1. You mentioned Cleave multiple times. You're clearly not talking about Sweep and Sweep alone.
2. Many Attacks function with one- and two-handed Attacks; Cleave for example.

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Wiesl_1404 wrote:
Why wouldn't it make sense to let the + weapon range modifier apply to benefit the skill and in terms of consistancy?

It'd become a case of "X benefits from +X, but also +Y". X and X are consistent, they are worded the same way ('Radius'), X and Y are not consistent ('Radius' vs. 'Weapon Range').

Additionally:
The current consistent behaviour is that AoE Attacks do not scale with Weapon Range. There is one exception to this: Cyclone. If you want all Skills to conform to the same norm, then change the odd one out, rather than literally everything except the one exception.

Or, let Skills be different, using different values to determine radius and thus benefit from different modifiers? *shrug*

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Note, I'm not questioning your idea - I'm questioning your reasoning for said idea.
Last edited by Vipermagi#0984 on Jan 19, 2016, 7:49:42 PM
the nerf to sweep`s aoe is totally not understandable. so underused, there are only 1-2 builds with it on the forums.
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TaKsim wrote:
the nerf to sweep`s aoe is totally not understandable. so underused, there are only 1-2 builds with it on the forums.


Indeed. All I see in game are CoC builds that leave all spellcasters standing in the mud, and an occasional "melee" build, like Reave.

It is all become a bit strange to me why Sweep needed to be nerfed.

Why?
Don't Touch my Sweep please GGG!
I have noticed something very wrong with sweep. I tried to make a build with Sweep with the Trypanon mace, wich "always" crits. It does so perfectly with things like groundslam, icecrash etc., but it totally fails to crit al the targets i hit when i use sweep ? My chance to hit is like 94%, but yet it just creates very few casts when sweeping in a big mob.

Can some sweepers try to confirm what i am seeing here ? Maybe this is a bug ?
Last edited by JohnnyHorsecock#5438 on Apr 16, 2016, 10:04:25 AM
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JohnnyHorsecock wrote:
I have noticed something very wrong with sweep. I tried to make a build with Sweep with the Trypanon mace, wich "always" crits. It does so perfectly with things like groundslam, icecrash etc., but it totally fails to crit al the targets i hit when i use sweep ? My chance to hit is like 94%, but yet it just creates very few casts when sweeping in a big mob.

Can some sweepers try to confirm what i am seeing here ? Maybe this is a bug ?


A bit late, but since I am playing a Sweep build in essense league, I have seen the same behaviour.

it often happens on Temp chain maps, and I think I know why:

Once you start the Sweep animation (with multistrike), any monsters walking/jumping into the range will not get hit unless the multistrike sweep "cycle" starts again.

This is never a problem on normal maps, since I attack so fast it hardly is noticable, but I do see it happen occasionally in Temp Chain maps.

And GGG, if you DARE to touch sweep again with some form in direct or indirect nerf, I will not be a happy Panda!
Don't Touch my Sweep please GGG!
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Sweep: Area of effect increased by 30% (from 20 to 26), and no longer knocks enemies back beyond the max radius.


Will this ever be changed and if not is there a reason for it to stay that way?

The reason I'm asking is because I was trying to make a pseudo vaal cyclone build by using multi-strike and sweep with as much aeo increase I could find and 100% knockback chance with Empire's Grasp. I found out about the behaviour too late when the build was already finished since the gem description didn't mention it.
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TheDarkerOne wrote:
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Sweep: Area of effect increased by 30% (from 20 to 26), and no longer knocks enemies back beyond the max radius.

Will this ever be changed and if not is there a reason for it to stay that way?

1. Probably not.
2. For conventional use, duh. Sweep really suffered from pushing enemies outside of its own radius, which is especially problematic with Multistrike linked (whoops, first swing pushes them outside the radius of the two repeats, great..). This change turned the knockback from regularly-detrimental to actually-good.
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Vipermagi wrote:

1. Probably not.
2. For conventional use, duh. Sweep really suffered from pushing enemies outside of its own radius, which is especially problematic with Multistrike linked (whoops, first swing pushes them outside the radius of the two repeats, great..). This change turned the knockback from regularly-detrimental to actually-good.


I get exactly what you mean if Sweep wasn't supposed to be a crowed control tool. Why else would it have knockback, low damage increases and less attack speed? I understand that some people might want to use Sweep over Earthquake for AOE as personal preference, I'm not going to dictate how people should play the game, and I understand how frustrating it would be if enemies would constantly get knocked out of your attack range (isn't that an issue with Heavy Strike?) but if you ask my opinion that's kind of a design flaw if the intended use conflicts with the actual use. Maybe I'm misunderstanding what GGG intended this skill to be used for and it's my fault for not looking into it properly before conceiving my character.

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