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A suggestion to improve the Two-handed line

Cody
Cody
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How about giving two handed weapons some block penetration? My giant sword should not be stopped by a small shield:/ maybe 10-20(maybe 30?)%block penetration in a passive? or have an ability that just breaks someones block altogether, and drains some of their stamina? what do you people think?
Edited by Cody on 7 August 2014 22:33
  • Kalann_Pander
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    Why not, but your numbers are a bit overboard. ;)
    Maybe 10-20% block penetration, optionally, the blocker could also spend 10-20% more stamina to block the attack.
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    3 things to reduce stamina/magicka imbalance :
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    - Add % damage reduction to heavy armor.
    - Add block penetration to 2H.
  • dsalter
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    FYI 2handers are OP atm if your a sorc ;)
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  • JackDaniell
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    2 handers are OP in general, BIG SWORDS ALWYS WIN!
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  • dylanjaygrobbelaarb16_ESO
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    dsalter wrote: »
    FYI 2handers are OP atm if your a sorc ;)

    could you elaborate?
  • Cody
    Cody
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    Why not, but your numbers are a bit overboard. ;)
    Maybe 10-20% block penetration, optionally, the blocker could also spend 10-20% more stamina to block the attack.
    that would be cool. people would take some damage, and lose more stamina. this would force people to stop blocking most of the battle, when they come into contact with a 2h player. it would allow 2h weapons to deal out the damage they need to, and would at least make them seem more viable.
  • Lynx7386
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    Two handed really needs help, I would love to use a great sword on my nightblade but dual wield completely outdoes 2h for that class.

    Cleave's needs to have its damage over time changed to instant damage to make it more spammable (face it, with only 5 skill slots we can't afford to waste one on an ability that's 75% less effective when used several times in a row).

    Uppercut needs to have the cast time removed. It's the only source of single target damage in the 2h line, and the cast time kills it.

    Momentum's morphs need to be reworked to provide constant effect rather than only on activation or at the end of the ability duration.

    Targeting needs to be improved for 2h to make it feel less clunky.


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  • Spottswoode
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    Lynx7386 wrote: »

    Uppercut needs to have the cast time removed. It's the only source of single target damage in the 2h line, and the cast time kills it.
    If Stampede stunned or disoriented instead of immobilized you could just up the damage on it.


    I'm very much in favor of just upping the overall damage of 2h weapons, especially power swings. If power swings did 1.5x current damage on a normal hit and 3x on a crit, melee would be much more formidable. We don't have to turn the game into Dark Souls, but crossing swords with a greatsword wielding knight should be dangerous. (I mean, it is to you when you charge a dungeon heavy armor mob.)
    Edited by Spottswoode on 7 August 2014 16:30
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  • Saltypretzels
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    the charge is a single target, high DPS power.
  • Cathexis
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    agree! overall 2h vs shield goes rough.
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  • tinythinker
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    NookyZooky wrote: »
    How about giving two handed weapons some block penetration? My giant sword should not be stopped by a small shield:/ maybe 30-50% block penetration in a passive? or have an ability that just breaks someones block altogether, and drains some of their stamina? what do you people think?

    Not sure about the numbers, but the concept is sound. I would add it as a base part of the weapon type itself. I also like modifying one of the passives to allow for a chance to stun with a heavy attack given that you are winding up such a large weapon.
    Edited by tinythinker on 7 August 2014 22:19
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  • Cody
    Cody
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    NookyZooky wrote: »
    How about giving two handed weapons some block penetration? My giant sword should not be stopped by a small shield:/ maybe 30-50% block penetration in a passive? or have an ability that just breaks someones block altogether, and drains some of their stamina? what do you people think?

    Not sure about the numbers, but the concept is sound. I would add it as a base part of the weapon type itself. I also like modifying one of the passives to allow for a chance to stun with a heavy attack given that you are winding up such a large weapon.
    I only did 30-50% as something to just throw out there. having the numbers lower would not be a problem at all. being able to stun with a heavy attack with 2h weapons would also be a neat feature, and would help with the weapon/skill line even more.
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