First of all, greetings community,
This is my first post here on the forum and I'd like to discuss a problem regarding axes in the game and their viability in PvE content.
Secondly, I'm absolute ax-nut and would love to equip myself both with a two handed, as well as two one-handed axes, carving my way through creatures, but sadly there is one game mechanic that is tied to the choice of your weapons of these two skilltree lines, speaking of the bleeding effect that axes cause.
From atop of my head there is at least one creature species that defies this bleeding effect, speaking of Undeads, they are simply immune to bleeding, making the passive skill utterly void when facing these foes.
I get that axes are terrifying weapons, known for causing deep wounds in your opponents flesh, yet from a sole mechanical standpoint it doesn't work up to par, when reflected upon it, right next to the flat dmg bonus of swords and armor penetration of maces. Even though this might seem like a simple minor thing to gripe about, it absolutely tailors into the final choice of arsenal.
This is a real shame for someone who simply loves axes, their feel and ontop of that I absolutely adore some of the designs, TESO provides, for my weapon of choice.
I actually find it very cool, that certain enemies have immunities to certain status effects, though in my oppinion it's wrongly placed if it affects a passive, that narrows down my playfield of simple preference.
Would a change be realistic, bringing the weapon arch type up to par with the other two weapon styles & what do you think about the addressed issue?
Cheers
Speaking of axes, have they fixed the bleeds stacking?
Cleave bleed vs Heavy weapon passive bleed.
The lack of ui to make sure what works and not is making things hard to check in this game.
reagen_lionel wrote: »My only problem with weapon types is you actually have to specialize in thier special functions.
In my opinion. the bleed from axe, sword bonus and armor penetration of Swords and maces should be with weapons by default, and specced points should further increase thier effectiveness.
Doesnt make much sense that you specialize in hammers and somehow you suddenly learn how to bash through things.
My second thing is thier effects should scale better, at least for axes. Hammers should always have that flat percentage bonus. Nothing should be a flat number with thier effects. Only thing that should be flat numbers with effects is enchantments.
It will make every weapon seem viable and have thier own appeal.
Speaking of axes, have they fixed the bleeds stacking?
Cleave bleed vs Heavy weapon passive bleed.
The lack of ui to make sure what works and not is making things hard to check in this game.
reagen_lionel wrote: »My only problem with weapon types is you actually have to specialize in thier special functions.
In my opinion. the bleed from axe, sword bonus and armor penetration of Swords and maces should be with weapons by default, and specced points should further increase thier effectiveness.
Doesnt make much sense that you specialize in hammers and somehow you suddenly learn how to bash through things.
My second thing is thier effects should scale better, at least for axes. Hammers should always have that flat percentage bonus. Nothing should be a flat number with thier effects. Only thing that should be flat numbers with effects is enchantments.
It will make every weapon seem viable and have thier own appeal.
I disagree, it actually makes sense after spending points into a skill to get more proficient with a weapon.
reagen_lionel wrote: »Thats the thing though, thats not proficency, proficency is getting better with a weapon.
getting better doesnt mean a weapon suddenly begins doing things it was built to do by default.
A child with a hammer can smash a dent into the side of your car door just as easily as a grown man that tempers swords for a living only how much of an impact the two do is different.
The function of the weapon doesnt just suddenly activate cause you swung it around a few times. Proficency improves how well you use the weapon. An expert who has been using an axe in battle for years would be able to hack a limb of an enemy off with little difficulty than a new recruit just picking up an axe. He may not be able to hack an arm off, but that doesnt make the axe not an axe, he could still rend a target making them gush blood all the same, because its an axe, and not a stick that suddenly grows a large blade after flailing it around for a few months. May not be to the degree of the veteran. But that axe is still going to cause damage.
The weapons should do some kind of base function by default that only gets improved further by the skill points.
on the topic of the bleeds.
I do agree that its annoying that a weapon's base function becomes useless by not being able to make undead bleed. But it also makes sense.
Its not that bad of a thing though. There are alot of undead in this game. But there are plenty of opportunities to use your weapon for enemies that arent undead as there are plenty of them.
Its like being a dragon knight thats specced heavily in ardent flame and fighting a bunch of fire atronachs. Most of your attacks arent going to do much to them.
however, thats not much of a problem because there arent nearly as many enemies in the game thats fire atronachs or resistant to fire.
infact there arent many enemies with resistances at all compared to undead. Who have the most profound weakness to fire and fighter guild skill lines. But are immune to bleeds.
So that there is a dilemna. Axe users are in a pretty messed up state as many of the game's enemies and even whole quest areas are nothing but undead. And there arent other enemies that have profound resistances and immunities thats as profound.
In addition the bleed from axes are pretty low, and they are refreshed quite often, making thier actual ticks inconsistant.
In my opinion one of two things needs to happen,
1- The damage from the bleeds needs to scale to a percentage of the damage you deal, with the bleed that did the most damage being the most prodominate one that ticks and stays.
2- The bleeds remain as they are but they get a stacking debuff on the enemy that reaches a maximum stack. And only goes away once the first duration ends before another is applied.