Khivas_Carrick wrote: »I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.
Khivas_Carrick wrote: »I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.
Pretty sure that 2hander is the highest parsing stamina-based weapon in the game currently.
Where are you getting your info? : O
Thejollygreenone wrote: »...Khivas_Carrick wrote: »I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.
Pretty sure that 2hander is the highest parsing stamina-based weapon in the game currently.
Where are you getting your info? : O
This is news to me, I thought it was DW. 2h wont be far behind in 1.5 though, if behind DW at all.
Khivas_Carrick wrote: »I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.
Khivas_Carrick wrote: »I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.
Pretty sure that 2hander is the highest parsing stamina-based weapon in the game currently.
Where are you getting your info? : O
Khivas_Carrick wrote: »I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.
Let me guess...you don't play right?
Guess all those new sorcs in 2H and NB in 2H just doing it for fun
Oh btw...most of them are WW.
Thejollygreenone wrote: »...Khivas_Carrick wrote: »I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.
Pretty sure that 2hander is the highest parsing stamina-based weapon in the game currently.
Where are you getting your info? : O
This is news to me, I thought it was DW. 2h wont be far behind in 1.5 though, if behind DW at all.
Khivas_Carrick wrote: »Truth be told I don't think any weapon was meant originally to be used on it's own.
Khivas_Carrick wrote: »Truth be told I don't think any weapon was meant originally to be used on it's own.
In The Elder Scrolls Online, class is not a deciding factor for determining a character's role. Each class has different skills, allowing them to perform multiple roles effectively.
Khivas_Carrick wrote: »Khivas_Carrick wrote: »I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.
Let me guess...you don't play right?
Guess all those new sorcs in 2H and NB in 2H just doing it for fun
Oh btw...most of them are WW.
Well aren't you just a ray of sunshine. I'll just point out my other post here then move on, don't have time to waste on this type of ***. I'm fine with 2H, I've just grown a little cynical is all.
Thejollygreenone wrote: »...Khivas_Carrick wrote: »I'm still just waiting on an answer back to why they insist Two Handed Weapons should be the weakest of all melee types by far. Hell, 1H/Shield can probably do better DPS than 2H.
Pretty sure that 2hander is the highest parsing stamina-based weapon in the game currently.
Where are you getting your info? : O
This is news to me, I thought it was DW. 2h wont be far behind in 1.5 though, if behind DW at all.
DW is pretty much the swiss army knife of the game. You have a DoT, an AoE, a ranged, dodge/parry, and a straight damage. This is good because it's useful in a variety of situations, but at the same time, not so much because it's hard to fit into a build (using more than 1 or 2 from the skill line on a bar).
DW more or less has to be supplemented with class skills to do any real damage. For example, a DoT's nice but it takes 9 sec for max dmg. Now if you have multiple DoTs going it can eat health much more efficiently.
Same with whirlwind. If you put a couple other AoE's with it and use them to whittle the health down and use whirlwind for a finish, it does a lot of damage. If you use it as an opener, it's barely gonna leave a scratch.
They just don't do much for each other. Something like 2h works well with it self. You can dedicate a whole bar to it and have it work effectively. Use momentum then critical rush from far off for bonus damage, If you can hit them with wrecking blow it knocks them away and stuns plus bonus dmg to next attack. You crit rush again gaining bonus from the wrecking plus the built up dmg from momentum. Carve for dmg and DoT (plus get some starting dmg on others if they're close), then reverse slash for more dmg based on lower health plus momentum build up.
Of course that's more for PvE use, but the point being the abilities work well with themselves. Same for 1h and shield, bow, and staves. Best you can get out of a hypothetical bar full of DW is something like open with the ranged, DoT, kick on the dodge, multihit, and repeat some variation of that until they are low enough to use the health based AoE to finish them and maybe scratch some nearby enemies.
Don't get me wrong, I love dw, it's the most common on my characters thanks to being so versatile, but on its own it really doesn't stack up to the others.
Werewolf is suffering from an identity crisis because its both an Ultimate and a Skill line.
I believe most players want a Werewolf "experience" which means focus should be placed on the Skill Line aspect i.e. more time in beast mode and passives that apply to human form. Someone please correct me if I'm wrong.
If this were done the "Ultimate" aspect could simply express itself through teamwork with other werewolves i.e. pack running. Pack Leaders could drive this by providing a selection of buffs to no more than three Werewolves in a group, this would also mean that without a full group of Werewolves the buffs can't be applied. It could even be a symbiotic relationship i.e. three Berserkers apply an armor buff to the Pack Leader while the single pack leader provides a damage buff to the three Berserkers. This would encourage people to form packs and build relationships with other werewolves.
Has anyone proposed a synergy ability for Pack Leaders? If a Pack Leader transforms first other Werewolves in human form can use synergy to go beast mode before they reach the Ultimate cost needed to transform. I'm a Berserker but would love to see this. This would work extremely well if the Ultimate cost was high and the transformation was based on a timer.
Also not sure if this has been suggested but how about .12 seconds of transformation per unit of Ultimate (Max Ultimate gives you 120 seconds) with a much higher activation cost.
In a nutshell, focus on the experience (i.e. forget about damage buffs because its an Ultimate in name only) but keep all the new skills and perks you've added. Provide another passive in human form (stealth detection) and consider the above "Pack Ultimate" and "Pack Leader Synergy" suggestions.
No more identity crisis and BOOM, happy Werewolves imo.
@ZOS_GinaBruno and @ZOS_JessicaFolsom .
Jamesd1350 wrote: »I have not been on the PTS so I'm not sure if the changes coming to the lines being reworked are good or not. Is it viable to play anything other than a staff user with a dress? I really wanted to play a 2h/bow character.
I'm just coming back to the game after a few months of not playing because of the "You're not in light armor and using a staff? We don't need you" mentality. Is bow damage getting nerfed? Are stamina builds getting buffed? What's the deal here?
Can anyone cast some light on this for me?
Khivas_Carrick wrote: »Truth be told I don't think any weapon was meant originally to be used on it's own.
In this you're right. Weapon skills should be used with class skills. The problem is that all class skills scale from magicka/spell damage while weapons other than staves scale from stamina/weapon damage.
Since you can't max out both magicka and stamina, you'll end up having a combination of :
- Effective class skills / uneffective weapon skills if you go for magicka
- Effective weapon skills / uneffective class skills if you go for stamina
- Half-Effective weapon/class skills if you go for a magicka/stamina mix
The rule doesn't apply to staves wearers as staves scale from magicka too.
So, if you wear a staff and go full magicka, you get it all, both weapon skills and class skills.
It's been known like forever. 90% of players run with robe/staff. And yet, nothing changes (except marginal buffs/nerfs)
IMHO the easiest and simplest fix for this would be to simply remove damage scaling from Magicka and Stamina and make them be only resource pools.
Oh and just FYI Spell Damage and Weapon Damage factor way heavier into your damage output.
As a Sorc for instance who runs a Crushing Shock build there is nearly no point in slotting class damage skills because you stack weapon damage to boost the Stave skills and therefore your class skills hit like crap even with a Magicka pool of 2.5k and above .
You don't even notice much damage differences in you class skills going from say 2k to 2.5k Magicka, whereas buffing your spell damage by 36 improves your damage per cast by nearly 40%, at least on Crystal Frag it does, dunno about how other class damage skills scale as CF is the only direct DD spell we Sorcs get.
IMHO the easiest and simplest fix for this would be to simply remove damage scaling from Magicka and Stamina and make them be only resource pools.
xsorusb14_ESO wrote: »Just make class skills scale with whatever is higher stamina or magicka and weapon damage or spell power, that way if you wanna use more stamina skills you can focus on that while not being gimped in class skills, they can still cost magicka as well
xsorusb14_ESO wrote: »Just make class skills scale with whatever is higher stamina or magicka and weapon damage or spell power, that way if you wanna use more stamina skills you can focus on that while not being gimped in class skills, they can still cost magicka as well
Khivas_Carrick wrote: »Truth be told I don't think any weapon was meant originally to be used on it's own.
Amazing how many people seams to think so.
Matt Firor said over and over long before launch that the "best" build is not even known to Zenimax. The whole system is based on balancing everything and let the players find out whats good, bad or simply how to get good at something.
They are balancing "things" that whoever plays it...gets a better outcome. Like 1 Vampire killing 50 in one blow.
They are NOT balancing if someone cant tank in Light armor....even if light armor can be used to tanking, it works different to heavy.In The Elder Scrolls Online, class is not a deciding factor for determining a character's role. Each class has different skills, allowing them to perform multiple roles effectively.
Just search here. You can switch out class to = Skill/Weapon/race
You get the same answer on all.
This isn't news. Anyone who read a few seconds about what ESO is would see this first.
I know this, kind of part of my point here and why there's so much anger floating around the forums. A stamina weapon or build can't keep up with a staff or magicka build because of the way things are set up, but for now iirc @ZoS mentioned something about balancing class skills proper, with some using stamina or some such.Khivas_Carrick wrote: »Truth be told I don't think any weapon was meant originally to be used on it's own.
In this you're right. Weapon skills should be used with class skills. The problem is that all class skills scale from magicka/spell damage while weapons other than staves scale from stamina/weapon damage.
Since you can't max out both magicka and stamina, you'll end up having a combination of :
- Effective class skills / uneffective weapon skills if you go for magicka
- Effective weapon skills / uneffective class skills if you go for stamina
- Half-Effective weapon/class skills if you go for a magicka/stamina mix
The rule doesn't apply to staves wearers as staves scale from magicka too.
So, if you wear a staff and go full magicka, you get it all, both weapon skills and class skills.
It's been known like forever. 90% of players run with robe/staff. And yet, nothing changes (except marginal buffs/nerfs)
draeganb16_ESO wrote: »The reason why they choose to scale damage with max magicka/stamina is simple : Otherwise, nobody would take buff/glyph/attributs points to increase it because it's not very helpfull to have JUST a great pool instead of a great regeneration. You generaly empty your pool in less than a minute and fights last very long sometime. Everybody would take health gylphs and stuff with full regen jewelery.
N.B : Plus, max magicka/stamina does not increase your regen actually
Or make skills scaling from attributes points, not just from pools, pools for how often you cast, attributes for how powerfull you cast