Whirling Blades

I'm wondering if Whirling Blades benefits from the new Master of Arena passive.
IGN:
@Antilogy
Please make this skill work with 1hand axes? please ?_?
"
Antilogy wrote:
I'm wondering if Whirling Blades benefits from the new Master of Arena passive.


It appears to hit larger groups than it used to, though some graphical change would be nice.
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I'm sorry but I never had a skill cause such frustration to me, I rage quit the game twice because of it.

the way this skill works in this game is utterly broken.

-if there is a obstacle in your way, your character stops dead in is tracks

-if you are in a tight area, the landing animation gets sometimes cancelled and you keep bouncing around the place

-the characters DOES NOT go to where you point, if holding the button, for example: I point up and he keeps bouncing left and right

the skill NEEDS to be fixed

here are some suggestions:

-I haven't tried leap slam, but enemies can jump over obstacles, make it so that you can too with this skill

-if out of mana, make the character move, not stop dead in his tracks

-ALLOW TO REDIRECT the spinning, in a sense, make it like vault in Diablo 3

I will give you an example of a typical death that occurs to me:

>see a crowd of monsters
>spin to them to attack to whole crowd
>start bouncing to places I am not pointing to
>many more enemies arrive and I am outnumbered
>point towards the exit to leave the room
>character stops dead in is tracks because he is next to wall
>start waving the mouse like crazy because of panic
>dies
>proclaim profanities and rage quits
>go on forums to rant

I'm sorry...
Just an idea on how it could work(haven't thought this through much..)

AS: Fixed animation speed,the AS should effect the number of times(hence dmg) a enemy is hit while whirling through it. Say you attack the mob for 1s while whirling, if you have 2atks/s the you hit it twice (2 times with each weapon while DW)
With the animation speed increase from AS it will just be silly at one point..

DW: One "attack" should naturaly be with both weapons as many have wished for here..

Fix dsync and animation issues

hmm, sounds like one direction, fast WW :)
How does Whirling Blades interact with Multistrike? Does it at all?
Hello, i m a cold witch who play duo with an awesome Shadow who has great dps but he die like 2-3 times / hours Because of whirling rollback/desync ... We are in merciless so the -15% ruins our session
It seems that the bug is well known but no amelioration since month
So ?
Does dev still work on it?

Thx for the answer
"
Oxlolz wrote:
How does Whirling Blades interact with Multistrike? Does it at all?


Nope... best skills to use with multistrike is lighting strike and cleave or infernal blow/heavy strike all with life gain on hit.

Yea i can't get above 600 dps with whirlwind at 66 with 2 gem combo, consider with 3 i can get cleave to 4k+ and lighting strike to 2k with 2 gems, its not only lack luster, its sad. It should do comparable dps to flicker strike, OR it should have a cleave like circled aoe around it. Dashing into a group and hitting 3 out of 50 when any other skill (even movement) would either hit 15 of them or outright kill one of them is sad. This really need some love. Perhaps if they made a stupid cosmetic they would give it some love.
I see no real reason to use this skill over Cyclone except as an escape mechanism and even then it is not reliable.

Even if you do not consider the massive desynch this skill causes, it's still incredibly lacklustre.

What I think needs to be changed:

-The area of effect radius around your character should be larger.
-Increase the damage, or
-Leave the damage as is and lower the pause after the skill is completed, or
-Leave damage as is, and give a large damage taken decrease during pause.
-Fix the desynch issues.
-Allow us to whirl over small obstacles.
-Maybe have the spell suck nearby enemies in so it is easy to continuously hit.
Having used this skill for a while now, I think I understand why it desyncs. Due to how the game works, characters are always tiny bit out of sync. This is probably something that will never be fixed, and for 99% of the builds, it doesn't have to. For Whirling Blades however, when you're in an indoors area and bumping into a wall stops the action, trying to whirl through the door is bound to bump into a wall because of these tiny desyncs.

So how could this skill be fixed then? It's actually very easy, and probably not too difficult to program either because the tech already exists. When you issue a walk command, the game uses pathfinding which means that you won't bump into that wall, but instead walk through the door. This skill simply needs to use the same pathfinding.

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