While I can certainly appreciate the desire to throw out new ideas to better this (lacking) skill line, I'm going to vehemently disagree with the Critical Charge (Stampede) morph changes you've suggested. Being able to stun people you pass through will turn this into another Streak-fest in pvp, but now give current streakers an additional resource pool to 'streak' through, and give the other three classes the ability to streak.
PVP is already bats and streak, bats and streak.
I find the morph suggestion for uppercut where CC immune characters take more damage to be intriguing, though I think the better fix for devs to make is for them to redesign things so that Immovable isn't so darn good for all armor types, and almost a necessity for pvp.
AshySamurai wrote: »Pretty nice, but Avalanche - imba. You stun 2 enemies. So you hit target twice and stun 4. In PvP that will be OP. But others are pretty cool buff to 2H.
The Stampede he suggested stuns casting targets only, making it more like Venom arrow. This ability would take some skill and timing to use effectively.
Richard.A.Ferrellub17_ESO wrote: »So... a high damage gap closer, with a linear AoE interrupt/stun on casting targets, and 100% critical chance? While we're at it, why don't we tripple the damage of venom arrow and have it interrupt/stun casting targets the arrow flies through.
Sounds fun and awesome but imbalanced. Weapon abilities need buffs but this is not how to go about it. Skill functions are fine, all stamina based weapon skills just need a 15-20% increased scaling from stamina/weapon dmg.
2H is fine in PvP. The only problem is with sustained dps in PvE.
Wow these are really good.
*The descriptions and names are immediately exciting.
*You are injecting utility into the line, which is needed due to the loss of magicka to run class utilities.
*I see a lot of points of strategy for PvP.
*I see some group buffs making a 2h build possibly welcome to a group.
*I see a good dps increase with uppercut cast time.
The only thing I think could be better is the snare effect removal for momentum. With a gap closer like critical charge a snare doesn't really matter unless you are retreating. This would be better if it was a group effect or simply replaced with something entirely different.
Hey, everyone. After playing around with the two-handed weapon line for a bit and both hearing and reading the concerns from other players and guild members I wanted to suggest a few improvements to the line as a whole. The goal is to improve the general attractiveness of the line and to make its skills more useful and, in some cases, more powerful.
I’ll be breaking up this post into two parts: Active Skills and Passive Skills. Constructive feedback and alternative solutions are always appreciated.
Part One – The Active Skills
Cleave
Increase damage by 10%. Reduce cost by 10%. This affects all morphs.
Does this include the bleed damage as well?
Cleave (Brawler)
Unmodified
Cleave (Carve)
Unmodified
Critical Charge
Unmodified
Critical Charge (Stampede)
Player charges to target and attacks, dealing x Physical Damage. Always deals Critical Damage. Any casting enemies moved through are interrupted and stunned for y seconds.
Got my vote.
New Effect: Interrupts spells, putting casters off balance.
Critical Charge (Hammer Down)
Player charges to target and attacks, dealing x Physical Damage. Always deals Critical Damage. Affected target is immobilized for 4 seconds and its damage reduced y% for 6 seconds.
Decent for grouping support or PvP.
New Effects: Adds immobilize and damage reduction.
Uppercut
Reduce cast and animation time to 0.5 seconds. This affects all morphs.
Still think this move should be instant cast.
Uppercut (Wall Breaker)
Deals x Physical Damage to target, stuns for 3.5 seconds and knocks back 4 meters. If affected target is immune to crowd control effects target takes additional y% damage.
I'd say 15% with 1% increase per rank sounds fair, especially if it's a casted ability.
New Effect: Adds additional damage to crowd control-immune targets.
Uppercut (Disembowel)
Deals x Physical Damage to target, stuns for 3.5 seconds and knocks back 4 meters. Affected target has incoming healing reduced by y% and magicka, stamina, and health regeneration are reduced to 0 for 4 seconds.
Chyea? CHYEA!
New Effects: Adds healing and regeneration reduction
Reverse Slash
Unmodified
Reverse Slash (Executioner)
Unmodified
Add in an increase to damage if the enemy is blocking.
Reverse Slash (Avalanche)
Deals x Physical Damage, with damage increasing based on target's Health loss, to a maximum of 300%. Two nearby enemies take y% of damage inflicted and are stunned (knocked down) for 2 seconds.
Somebody said that Blazing Spear is slightly better/has longer range. Blazing Spear is borderline melee due to the odd aiming using this game's combat system. Second, Blazing Spear stuns only one enemy and unleashes an AoE with a party support synergy. My advice to make Avalanche comparable would be to simply increase it's base damage and have it leave a bleed effect on the enemy.
Momentum
Unmodified
Momentum (Forward Momentum)
Increases Weapon Damage by 10% for x seconds, and an additional 2% every 2 seconds. When activated, player is immune to snares for 4 seconds. Afterwards, snare effectiveness is still reduced by y% until the effect adds.
Bootyful.
New Effects: Snare immunity, reduced snare effects
Momentum (Rally)
Increases Weapon Damage by 10% for x seconds, and an additional 2% every 2 seconds. Healing received increases by y% for the duration and nearby allies are healed for 5% of player’s maximum health upon activation.
REALLY BOOTYFUL. This will make people want to take 2H for the sheer support ability when mixed with other Templar's alone. However I'd keep the heal to the user as well when the duration ends, or even have it heal both the user and it's allies at the beginning.
New Effects: Ally heal, increased healing received
EDIT: Fixed some of the variable names; clarity
Next up are the passive skills. Honestly, I don’t think too much work is needed here, though broken passives really should be fixed (Arcane Fighter!).
The two biggest standouts in need of work (in my opinion) are Heavy Weapons and Battle Rush. The former just didn't give much of a reason to use anything other than two-handed swords (flavor reasons notwithstanding) and the latter, while nice, was fairly specific for a final passive skill.
I tried to create a little more variety with Heavy Weapons and to make the reworked Battle Rush, called Onslaught, reward the user for battering the tar out of your enemy with basic attacks.
Bear in the mind, the values for these passives would be small. They’re the icing, not the cake.
Part Two – The Passive Skills
Forceful
Unmodified
I say increase the damage done to make it more impactful and meaningful. Say 5% increase on both ends.
Heavy Weapons
Two-Hand Axe: Attacks bleed for x Physical Damage over 10 seconds. Reduces target’s critical resistance by x% for 4 seconds. Can only occur once every 10 seconds.
The bleed needs to be a non-static scaling effect, and the Critical Resistance can be a Static 2/4 or 4/8%. That'd make it attractive to wield axes again.
Two-Hand Mace: Attacks ignore x armor. Blocking targets mitigate y% less damage and blocking costs z% more.
Again, armor ignore needs to be non-static scaling, but the blocking can be static as to avoid being overpowered and broken, say 5/10%.
Two-Hand Sword: Attacks deals x% additional damage. Light and heavy attack speed increased by y%.
This is the tricky but fun part. The others had to be scaling in order to keep them competitive, but here with the Two Handed Sword portion of this skill we need that it increases all damage by a Percentage, which means it pretty much Auto Scales itself. My advice in this case to make it more attractive would be to make it increase all forms of damage, not just sword based ones, but that'd be OP and clearly better than the other two, so we'll leave it at melee only. The attack speed can easily be static, but instead of a small amount like 5/10, I'd much rather see a larger amount to really show where the strength of wielding a sword is over a heavier weapon: It's swing speed. Make it 10/20% increased attack speed which stacks with Medium Armor and the Weighted Trait, and you'll have something golden here I think.
Balanced Blade
Unmodified
Arcane Fighter
Unmodified
I'd have it make it so that it either lowers the cooldown on Weapon Enchants or removes it entirely. That'd go a long way to increasing our PvE Sustainable DPS. Or rather do weapon enchants have Cooldowns? That part actually never got properly explained to me.
Onslaught
Light and heavy attacks increase the damage of the next light or heavy attack against the same target by x% for 6 seconds, stacking up to a maximum of y% damage. Killing the target increases Stamina regeneration by z% for 10 seconds.
And I just had a wet dream reading this. This is amazing. So amazing that it's actually balanced properly and we won't see it because the Devs hate being outdone and/or working to actually make things balanced. Yea I said it, you wanna fight me Devs? How `bout you go prove me wrong then, huh? HUH?!
Oh and make it so it's .5/1% Per Stack, stacking up to 5/10 times and lasting for 5 seconds. Leave the stamina regen as is from the original skill.
EDIT: Formatting
Khivas_Carrick wrote: »Hey, everyone. After playing around with the two-handed weapon line for a bit and both hearing and reading the concerns from other players and guild members I wanted to suggest a few improvements to the line as a whole. The goal is to improve the general attractiveness of the line and to make its skills more useful and, in some cases, more powerful.
I’ll be breaking up this post into two parts: Active Skills and Passive Skills. Constructive feedback and alternative solutions are always appreciated.
Part One – The Active Skills
Cleave
Increase damage by 10%. Reduce cost by 10%. This affects all morphs.
Does this include the bleed damage as well?
Cleave (Brawler)
Unmodified
Cleave (Carve)
Unmodified
Critical Charge
Unmodified
Critical Charge (Stampede)
Player charges to target and attacks, dealing x Physical Damage. Always deals Critical Damage. Any casting enemies moved through are interrupted and stunned for y seconds.
Got my vote.
New Effect: Interrupts spells, putting casters off balance.
Critical Charge (Hammer Down)
Player charges to target and attacks, dealing x Physical Damage. Always deals Critical Damage. Affected target is immobilized for 4 seconds and its damage reduced y% for 6 seconds.
Decent for grouping support or PvP.
New Effects: Adds immobilize and damage reduction.
Uppercut
Reduce cast and animation time to 0.5 seconds. This affects all morphs.
Still think this move should be instant cast.
Uppercut (Wall Breaker)
Deals x Physical Damage to target, stuns for 3.5 seconds and knocks back 4 meters. If affected target is immune to crowd control effects target takes additional y% damage.
I'd say 15% with 1% increase per rank sounds fair, especially if it's a casted ability.
New Effect: Adds additional damage to crowd control-immune targets.
Uppercut (Disembowel)
Deals x Physical Damage to target, stuns for 3.5 seconds and knocks back 4 meters. Affected target has incoming healing reduced by y% and magicka, stamina, and health regeneration are reduced to 0 for 4 seconds.
Chyea? CHYEA!
New Effects: Adds healing and regeneration reduction
Reverse Slash
Unmodified
Reverse Slash (Executioner)
Unmodified
Add in an increase to damage if the enemy is blocking.
Reverse Slash (Avalanche)
Deals x Physical Damage, with damage increasing based on target's Health loss, to a maximum of 300%. Two nearby enemies take y% of damage inflicted and are stunned (knocked down) for 2 seconds.
Somebody said that Blazing Spear is slightly better/has longer range. Blazing Spear is borderline melee due to the odd aiming using this game's combat system. Second, Blazing Spear stuns only one enemy and unleashes an AoE with a party support synergy. My advice to make Avalanche comparable would be to simply increase it's base damage and have it leave a bleed effect on the enemy.
Momentum
Unmodified
Momentum (Forward Momentum)
Increases Weapon Damage by 10% for x seconds, and an additional 2% every 2 seconds. When activated, player is immune to snares for 4 seconds. Afterwards, snare effectiveness is still reduced by y% until the effect adds.
Bootyful.
New Effects: Snare immunity, reduced snare effects
Momentum (Rally)
Increases Weapon Damage by 10% for x seconds, and an additional 2% every 2 seconds. Healing received increases by y% for the duration and nearby allies are healed for 5% of player’s maximum health upon activation.
REALLY BOOTYFUL. This will make people want to take 2H for the sheer support ability when mixed with other Templar's alone. However I'd keep the heal to the user as well when the duration ends, or even have it heal both the user and it's allies at the beginning.
New Effects: Ally heal, increased healing received
EDIT: Fixed some of the variable names; clarityNext up are the passive skills. Honestly, I don’t think too much work is needed here, though broken passives really should be fixed (Arcane Fighter!).
The two biggest standouts in need of work (in my opinion) are Heavy Weapons and Battle Rush. The former just didn't give much of a reason to use anything other than two-handed swords (flavor reasons notwithstanding) and the latter, while nice, was fairly specific for a final passive skill.
I tried to create a little more variety with Heavy Weapons and to make the reworked Battle Rush, called Onslaught, reward the user for battering the tar out of your enemy with basic attacks.
Bear in the mind, the values for these passives would be small. They’re the icing, not the cake.
Part Two – The Passive Skills
Forceful
Unmodified
I say increase the damage done to make it more impactful and meaningful. Say 5% increase on both ends.
Heavy Weapons
Two-Hand Axe: Attacks bleed for x Physical Damage over 10 seconds. Reduces target’s critical resistance by x% for 4 seconds. Can only occur once every 10 seconds.
The bleed needs to be a non-static scaling effect, and the Critical Resistance can be a Static 2/4 or 4/8%. That'd make it attractive to wield axes again.
Two-Hand Mace: Attacks ignore x armor. Blocking targets mitigate y% less damage and blocking costs z% more.
Again, armor ignore needs to be non-static scaling, but the blocking can be static as to avoid being overpowered and broken, say 5/10%.
Two-Hand Sword: Attacks deals x% additional damage. Light and heavy attack speed increased by y%.
This is the tricky but fun part. The others had to be scaling in order to keep them competitive, but here with the Two Handed Sword portion of this skill we need that it increases all damage by a Percentage, which means it pretty much Auto Scales itself. My advice in this case to make it more attractive would be to make it increase all forms of damage, not just sword based ones, but that'd be OP and clearly better than the other two, so we'll leave it at melee only. The attack speed can easily be static, but instead of a small amount like 5/10, I'd much rather see a larger amount to really show where the strength of wielding a sword is over a heavier weapon: It's swing speed. Make it 10/20% increased attack speed which stacks with Medium Armor and the Weighted Trait, and you'll have something golden here I think.
Balanced Blade
Unmodified
Arcane Fighter
Unmodified
I'd have it make it so that it either lowers the cooldown on Weapon Enchants or removes it entirely. That'd go a long way to increasing our PvE Sustainable DPS. Or rather do weapon enchants have Cooldowns? That part actually never got properly explained to me.
Onslaught
Light and heavy attacks increase the damage of the next light or heavy attack against the same target by x% for 6 seconds, stacking up to a maximum of y% damage. Killing the target increases Stamina regeneration by z% for 10 seconds.
And I just had a wet dream reading this. This is amazing. So amazing that it's actually balanced properly and we won't see it because the Devs hate being outdone and/or working to actually make things balanced. Yea I said it, you wanna fight me Devs? How `bout you go prove me wrong then, huh? HUH?!
Oh and make it so it's .5/1% Per Stack, stacking up to 5/10 times and lasting for 5 seconds. Leave the stamina regen as is from the original skill.
EDIT: Formatting
And these are my thoughts and ideas. Not much, but who knows, maybe one day the devs will listen.
Khivas_Carrick wrote: »Somebody said that Blazing Spear is slightly better/has longer range. Blazing Spear is borderline melee due to the odd aiming using this game's combat system. Second, Blazing Spear stuns only one enemy and unleashes an AoE with a party support synergy. My advice to make Avalanche comparable would be to simply increase it's base damage and have it leave a bleed effect on the enemy.
purple-magicb16_ESO wrote: »How 'bout this: cleave/carve. pc spins doing a 360° wide slash and deals damage to all nearby enemies not just those in front of him. Could be included as a morph. Like? No?
Khivas_Carrick wrote: »Arcane Fighter
Unmodified
I'd have it make it so that it either lowers the cooldown on Weapon Enchants or removes it entirely. That'd go a long way to increasing our PvE Sustainable DPS. Or rather do weapon enchants have Cooldowns? That part actually never got properly explained to me.
I haven't played the game for about 3 months but just renewed my sub today. When last I played, this was a subject of concern for me, as I had just finished maxing 2H and was very often out-damaged by dual and 1H-Shield.
My main concern is with the base and power attacks. I don't rightly know how to explain, but 2H weapon just does not feel like it should, in terms of raw power. Simply, in comparison 1H weapons, 2H weps, imo, should do significantly more base damage to compensate for the slow nature of swings.
From what I can remember, when dueling a dual wield opponent, unless I was able to knock them down, I would quickly be dispatched just by the dps of my opponent.
In summery, as a 2H wielder, I would just appreciate more balanced DPS potential compared to other melee classes of similar level and weapon attributes.
My 2 cents, thx for reading.
don't know if I already put this or not, or if its even in the list you made but...
block penetration
Have a look at my changes to the Heavy Weapons passive, specifically two-hand mace, and see if that fits the bill.
Kalann_Pander wrote: »don't know if I already put this or not, or if its even in the list you made but...
block penetrationHave a look at my changes to the Heavy Weapons passive, specifically two-hand mace, and see if that fits the bill.
I had also come to the conclusion that block penetration was indeed the thing that 2H needed the most to climb out of the "most crappy weapon skill" hole it had inadvertently, and sadly, fallen into.
My search yielded this thread, which I've already insighted, you're welcome.
There are indeed quite a few good ideas, so I'll lend my support to the motion that ZoS should examine in detail what's happening here.
About block penetration, even if I agree that 2H Mauls deserve your suggested extra, I still think that Block and Armor Penetration should be a feature of all 2Handers.
EZMode : Modify Forceful :
Forceful (revised)
With Two-Handed Weapon equipped
Attacks and Weapon skills :
- Penetrate 5/10% Armor
- Reduce block effectiveness by 10/20%
- Increase 15/30% Cost of blocking
Just a suggestion. I'd very much appreciate that ZoS use some ideas presented here to give 2Handers some much-needed love, block penetration in one form or another first please.
Khivas_Carrick wrote: »I could see that for Forceful. Also for Battle Rush, change it so heavy attacks restore stamina immediately in chunks, not just increased regen when somebody dies.