Cyclone

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iNotSure wrote:
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madmadmaxman wrote:
Only two things so far that I've noticed that needs looking into, 1)desync...omg!
2) resolution tech passive node with cyclone..should be 100% hit except for block...

ok so how do vases, boxes etc block?

I used cyclone to smash some vases open and I didn't hit one of them at all, so typed /oos thinking desync problem and tried again...nothing, 3rd or 4th time I eventually got them all.

My understanding is 100% to hit is 100%?

Can understand vs block that you don't hit but come on...vase blocking or crate -.-


^

Noticed the same thing with pots and crates lol

They pack a mighty shield indeed


yes lol what I thought too :D
I don't know if it's intended, but combining Cyclone with the Knockback from a flask like this
makes it a pretty excellent single-target attack for bosses. You just push them in front of you hitting them again and again (for reference, I have 4% run speed increase and 1.46 attacks per second). I don't know if there is a stun from knockback or if it was just desync but Brutus hardly got a shot off at my Facebreaker Marauder and went down in under the 12 seconds of the flask effect. I was around lvl 56-57 iirc, so not too overlevelled.
Last edited by C4vey#6196 on Mar 14, 2013, 10:29:16 PM
Using an aura focused build with prism guardian etc, switched double stike out for cyclone and while it is nice aoe, the damage is low and the interruptions are hugely aggravating: EVERY time you bump into a wall your skill stops.. why not have your character stop but let the skill keep recasting and spinning. PLEASE make this change, I BEG OF THEE, in some maps like mine or underground see these collision interruptions with the environment are enough to make me go insane.

I have the skill bloodmagiced so I would like to be able to hold it down for longer periods, every rock barrel doorway jutting out stalgmite interrupts this skill from spinning, i don't want to be able to walk through barriers but could you keep it from being incessantly interrupted? I don't think that this change would make the skill OP and it would make it so much more user friendly and viable

If you click on an enemy it also overshoots them over and over making it imposssible to cyclone on a target or even a bunched up pack consistently. I realize I basically want the skill to work more like it does in D3 where you point click and hold and as you move your mouse that's where you're spinning - simple - but to be honest this is one of the VERY FEW instances, and I stress VERY FEW where you could learn something from d3 GGG. It doesn't feel right for the drawbacks of a skill to mainly feel like fighting some sort of programming obstacle or oversight rather than something planned and reasoned. No one sat down and said, this skill will do nice damage to mobs and aoe but its drawback besides single target inefficiency will be bumping into things getting interrupted and overshooting, that works! sounds good!

You already have the right drawbacks set, they should be mana cost/life if youre blood magic and lower single target damage!! So there u go, no need to make the skill inefficient by having every collision stop it.

TY GGG plz read

p.s please for the love of god buff tempest shield too -.-
Last edited by CallsignHUSKER#5121 on Mar 14, 2013, 11:54:16 PM
We are reading this feedback, I've mentioned the major points raised to Chris & Carl, and we're considering some changes to the skill.
Please dont' take a lack of reply as us not reading - I usually don't reply in the skill forum until I've read all the thread - and this one's been growing faster than I have time to read, as I'm very busy on improving the game at the moment.

I've updated my post on page one to make the mechanics more clear, since I see several people misinterpreted it.
Last edited by Mark_GGG#0000 on Mar 15, 2013, 12:18:50 AM
One thing I forgot in my previous post was how terrible I've been finding this skill for loot in parties.
You are right in the middle of the fight, so items drop really close with the shortest timer, but you can't do anything until the current Cyclone has finished, and you are moving, often away from the item, during that time. The best you can do is to down a quicksilver and end the skill quicker, but it still makes looting harder then any other skill I can think of.
I've been levelling in farming parties, so I've not missed out on anything too significant, but as it is now I won't be using the skill in endgame content except with people I trust.

I am very much enjoying it solo, however.
Last edited by C4vey#6196 on Mar 15, 2013, 12:51:45 AM
Update to my previous post Ive leveled cyclone to match my level and it still sucks. A 5linked cyclone costs 100 mana and does 300 damage vs a 3 linked cleave that does 1300 damage and since the cyclone cost so much mana I cant even run as many auras as I could with just cleave.

Trying to kill a group of mobs with cyclone is like trying to shave with safety scissors.
Abyssus Crit Cleave - http://www.pathofexile.com/forum/view-thread/381106
I feel that they are trying to make too much skills, but only a few stands out. How about improve those weaker ones, such as whirling blades, instead of pushing out more gimmicky yet weak skills.
While I like this skill a lot it has gotten me killed far to often simply due to desync. I think a way to ease the difficulty of melee uptime on this skill and a way to help people survive during the desync of this skill would to give it a unique drag ability.

Similar to the game katamari damacy as a ball is dragged over and object the object is clumped onto the ball. What I am proposing is that cyclone become this ball where as we spin forward anything caught in are path is effectively glued to the cyclone. This way far spaced out pacts (lookin at you dock archers and void bearers) would be much easier to aoe down the way other aoes are already capable of doing without so many wasted passes of cyclone. The desync issue is also band-aide fixed in this way because these mob packs that we throw ourselves into will always be hit the server recognizes it or not because the packs will effective always be in our attack range. Right now you could power up the cyclone and it looks like you are sawing through mobs packs until you realize that none of the hp bars are moving and 0 hits are firing off. Then you drop dead only to have the game catch up with you dead next to a wall, a tree, maybe a open space in the mob pack. When I came to see these deaths I realized that I had been basically cycloning in dead space or into a wall the entire time I thought I was killing mobs.

For a duelist like mine who relies on blind, molten shell, and armor/evasion 2 of 3 which are very active defenses this spells death sentence every time. I am a level 70 duelist who has just started attempting maps, but last few maps wasted do to chain cyclone desync have left me very disheartened. I notice that maps of the 3 I've run are especially prone to tossing you into desync every 2 or 3 passes. Cemetery desynced me every other activation.


Lastly I just want to touch on cleave and whilrwind. It is a shame that swords and maces didn't get a new toy that's better than cleave, but quite frankly what they have is good enough. People have to realize this wasn't some end all be all melee skill for everyone to get their hands on. This was in fact a way to give claws, daggers and unarmed better aoe options. Unlike other weapons you either went caster or traps with these weapons or you had no aoe period. Cleave and leap slam in my eyes are a monstrosity to begin with as they have been able to scale so high as to out damage or match single target abilties. I think more skills should be scales back into cyclones level as they are aoes. They should't be one shot wonder skills that aoe as good as they single target and the screen explodes every time you press it because it's just an overly combo. I think aoes in genral that once shot content cheapens the game.

This garbage about whirling blades doing more damage than cyclone is also untrue. People seem to forget the amount of hits and whirling blades actually has. Under support gem make up my whirling blades has around 230 dps with hatred and anger and gets 1 attack off every 1.5 seconds. Under my cyclone which is still 2 levels under my WB at this point is does over 1200 dps (600+x2) and generates nearly 7 hits a second. You can not comapre the 2 dps wise please stop.
So i just tried this skill, the animation is great, the damage sucks.
My suggestion: if you wanna keep the 35% dmg effectiveness please make quality increase this by 1% per quality level. 55% effectiveness at qlvl20 sounds good to me. The mana cost of this skill is also insane, i have a lvl1 Cyclone 4 linked and it consumes ~95 mana per attack while other LEVELED! skills with the same setup only cost like 25-30 mana.
So i can still make more (about 3 times more) damage done with my ground slam for the same amount of mana used.
"I'm programmed to say something that is kind and uplifting at this point, but there is apparently an error that is working in my favor."
"
Imml wrote:

Trying to kill a group of mobs with cyclone is like trying to shave with safety scissors.



this


i really like to know something about the intend of the skill, when it was designed

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