Why is D2 WhirlWind a 16+ yr skill still function better than Cyclone? Even PoEReddit agrees.

There was a time when Cyclone was able to target enemies you were pointing it at, but GGG decided to tweak it to target the location, so you cannot actually home in on the enemy that easily. There was some mixed reactions about that change, but it was not something that really made it a very bad decision.


I still remember the days of using Cyclone + Multistrike, it was such a pain to control and it was a nightmare to target mobs. The interaction was removed before Cyclone got tweaked.



Back to the topics, I use a LL coc vortex/firestorm/etc with cyclone build and I am doing fairly well in red maps and while it is a bit clunky, it is not something that is detrimental to the build. I rarely get stuck on a hit hit collision from an environment or between narrow corridors, especially in a map like Underground Sea. Just a matter of using the skill correctly helps avoid these issues. I do not mind if they GGG can somehow help with the idea of being able to bounce back a hit collision and not actually stop the action performed.


Changing Cyclone from movement to channeled would open up a can of worms that would help easily abuse cwc builds, not coc builds.....just because of the cooldown. 350ms is better than 500ms.






Yes, GGG has made many changes to a lot of builds in the past. Coc nerf, SRS nerf, this nerf, that nerf and etc. Coc nerf was not too bad, made my life easier since it was not melting my computer. SRS nerf just required of me to dump spell echo for minion speed and I am back to where I was again. Incinerate or Flameblast not being able to spell echo anymore, oh well screw self casting, just let the totem(s) do the job for you. Cyclone being changed from movement to channeled means I have to watch out for my mana consumption since it would not be zero cost anymore. Now that would be a pain and I am still worried about the ES nerf, if it comes. Feel likes my LL build is in a doomsday scenario.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

Dernière édition par JohnNamikaze#6516, le 30 janv. 2017 à 19:34:41
I don't care if it's called a movement or channeled skill. I just want it to stop being clunky and annoying and sometimes a reason for dying.

Make it continue spinning even when you hit obstacles, end of the story, or should I say, a goddamn nightmare.


As for your inhuman Cycloning skill and using it correctly, you're right. You do use it correctly when you don't try to Cyclone in some areas but rather lure monsters or whatever you can do to be able to kill them in a different place where you can Cyclone safely.
I've also learned it the hard way, many times. But that doesn't mean it's alright.

But if you're saying that you just Cyclone through all those narrow corridors and in between some obstacles like on Coves, Bazaar, etc. without stopping and never experiencing any difficulties compared to other skills, then you're either lying (being a hipster) or you've never played with Cyclone at higher levels where dying means 5+ hours of active top tier mapping, or dying in HC league.
Dernière édition par tinko92#6447, le 30 janv. 2017 à 19:51:20
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tinko92 a écrit :


But if you're saying that you just Cyclone through all those narrow corridors and in between some obstacles like on Coves, Bazaar, etc. without stopping and never experiencing any difficulties compared to other skills, then you're either lying (being a hipster) or you've never played with Cyclone at higher levels where dying means 5+ hours of active top tier mapping, or dying in HC league.



I only cyclone when I need to cyclone. Most of the time I am using whirling blades to maneuver across the map. The unfavorable spots of the maps are usually where I have to be extremely careful not to spam cyclone relentlessly. Just using cyclone for a bit can still be helpful in a narrow area or coves, which is kind of a meh map to me.



I am actually planning on making a cyclone build with Ngamahu's Flame + Xoph's blood and it is going to have a lot of attack and movement speed. On top of that, it will have really good weapon range + a decent amount of AoE that it will not matter too much. As long as I stick in the middle of a narrow area everything will melt before me. Of course, I still have to be attentive since this game can surprise you at times. RIPs will come from with very little awareness or going beyond the build's capability.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

Dernière édition par JohnNamikaze#6516, le 30 janv. 2017 à 20:08:50
The movement screws it up. just like leap, dash, and teleport. It refuses to do anything if you click on a spec of dirt, aka death. Fixing that would help a lot of skills.
It's awful. When D3 does something better than PoE you know you fucked up.
Effective or not, it doesnt feel good. I play a lot of cyclone because it is still one of the better melee skills (lol) but still sometimes it doesnt do what I want it to do, changing the direction feels not only clunky but outright retarded and if you want to do anything while the animation still plays good luck.

Anyway, none of this is as bad as the fucking animation. This derplord T-stance is something that shouldve been changed before this game had its official release. If anyone asks me about the visual quality of PoE I show them cyclone without saying anything. This is what we have. This is what we are.
It is just a bad work of coding and nothing else to say about it.
GGG has more important work to do (like new MTX, console version), so they have to leave this problem to the end of POE.
Maybe we will have a better cyclone in POE2 if they can hire some new programmers :).
Yo dark chicken.

I'm in the same boat as you.

Got mind fang, leg kaom and shit. Playing right now an elem ranger with a glyph mark.. ci.

Much more fun, no fucking wierd things happening, being away of volatiles shts and so... Will never sell the set of my 2handers but will be waiting till they fix "few" things..

Keep it up warriors, we will shine again, someday, maybe
They don't need to change the power level of cyclone, they just need to smooth out the movement of the skill. By 'smooth out', I mean make it so it doesn't get caught on rocks, doors, pillars, etc. It shouldn't be that hard either, the logic is already there. Here is a little test you can do to see for yourself.

1. setup your skills so the left mouse button will do the force move (the feet) and right mouse button will cyclone.
2. In some area, any will do, stand next to a pillar or rock.
3. left click on the other side of the pillar and watch what your character does. They move around the pillar and walk to where you clicked.
4. Repeat setups 2 and 3 with cyclone instead of walking. With cyclone, your character just stands there, doing nothing.

Why can't cyclone follow the same movement logic as the force move? If it did, this would make cyclone much more fun to use.
I am playing Cyclone now since 500h or something.

I dont have any Problems with the movement stopping. 0 Problems.

Only Boss fights are sometimes a bit dumb, if they stand next to a wall. But that happens not that often.

I feel like Cyclone is a good Skill himself. The only downside i have is that i see like 100 other Skills are way more better then Cyclone. Damage, Support and i dont know what else are so much better on anything else. But that has nothing to do with the Movement itself.

Take away the first hit less damage.

The reduced Movement Speed isnt that bad either. U just press it when u want to kill something.

But the less damage - fuck that.
Dernière édition par schnitzel17#6207, le 31 janv. 2017 à 20:43:45

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