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Dual Wield Discussion and Feedback

  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
    ✭✭✭✭✭
    Dositheus wrote: »

    Alright, I get what is bothering you here. You are not pleased that a melee weapon is giving more spell power than your mage weapon (staff).

    And I will stand here, since 4 paragraphs of nonsense followed the above.

    a) You do not get it. Nothing is bothering me. Possibly bothers?

    b) I love it because it matches my 5/1/1 (HA/MA/LA) armour I wear on my Magicka Templar. Holding staves was never to my liking, nor wearing cloth. DW works and looks fine with the rest of the armour. No complaining here mate.

    My post was to explain to the other guy his queries.
  • yogarogue
    yogarogue
    ✭✭
    The only skill in the duel wield tree that I find effective is steel tornado (morphed from whirlwind). It offers unmatched AoE capabilities. However, thats it. The rest of the tree I find useless.

    I like the idea behind quick cloak (blade cloak morph). But outside of the speed boost it offers nothing of value to me. The dmg is miniscule, and more often than not I am not encountering fights with AoE attacks (the 20% reduction from AoE dmg is almost never taken advantage of). A good change to blade cloak + its morphs would include making its dmg tick 1 second instead of 3. This would make it a much more useable skill, because the way it is now it barely tickles my opponents.

    As a dps templar the rest of the DW tree is useless in comparison to my biting jabs main attack, so I have no reason to invest in any other abilities in the tree.

    As a suggestion maybe Flurry could be an activated ability that costs stamina and increases your attack speed. DW is missing an ability akin to Rally in the 2h tree, it would be nice to see an ability that acts as a buff to our damage output.
  • Dositheus
    Dositheus
    ✭✭✭
    Dositheus wrote: »

    Alright, I get what is bothering you here. You are not pleased that a melee weapon is giving more spell power than your mage weapon (staff).

    And I will stand here, since 4 paragraphs of nonsense followed the above.

    a) You do not get it. Nothing is bothering me. Possibly bothers?

    b) I love it because it matches my 5/1/1 (HA/MA/LA) armour I wear on my Magicka Templar. Holding staves was never to my liking, nor wearing cloth. DW works and looks fine with the rest of the armour. No complaining here mate.

    My post was to explain to the other guy his queries.

    Ahh, as I skimmed your post I thought you were one of the whiny little B@#432s who complains that melee weapons give more spellpower than their staff (ranged). Sorry if I mistook you for one of those, I've seen a lot of them around lately.
  • exiledtyrant
    exiledtyrant
    ✭✭✭
    Aett_Thorn wrote: »
    Duel wield giving the best weapon damage loses it's significance when it's skills lack the base and scaling to compete with 2handed weapons. That is one of the reasons why I suggest to stop making the two compete and just let each have their own niche. Duel wield being better for spell casting is just an odd anomaly that has come with the overall system revamp. I am not sure how I feel about it.

    It is nice that every weapon plays by the same rules so there is less to learn, but on the other hand it seems odd that spell casting weapons aren't the best for spell casting. The same can be said of armor. Hybrid damage took a major hit when armor = spell power. It made the whole concept pointless. Duel wielding being the best spell casting implement does nothing for those who actually want to use the weapons however.

    I agree that Dual Wield and Two-Handed shouldn't try to straight-up compete. They should try to do two different things. At this point, I think that Two-Handed has won the straight up damage game (and it could be argued the utility game). As such, Dual Wield should have advantages in defense and control.

    In another dual-wield thread, I had suggested that Blade Cloak be replaced with Parry, an active X% dodge skill with morphs to either riposte attacks or to grant a heal or damage shield upon a successful dodge.

    I'd also suggest that maybe instead of the rather ineffective bleed on axes, and maybe for the armor piercing of mace, we instead allow them to grant a chance for Heroism (Axes) and Maim (Maces). This would allow dual wield to have more offensive and defensive choices in the line.

    The problem I have with dodge chance is that it grants complete damage immunity. I find 20% dodge to already be problematic as it is a feast or famine defense. It negates practically any type of damage and you never know when it's coming/ It's great when you dodge 3-5 hits in a row and crap when you get hit with no dodges for minutes on end. Since this game doesn't gate powerful effects like dodge behind cooldowns or low durations it's hard to justify adding even more. If how dodge worked was somehow reworked then i could definitely seeing parry and redeposit counter type interactions being implemented.
    If all are brethren
    How could my hands not tremble
    As breath fled my prey?

    What blinds my vision?
    My hands are tools; it must be
    The haze of blossoms

    -Salous the Penitent
  • Stinkur
    Stinkur
    ✭✭✭
    Dositheus wrote: »
    Dositheus wrote: »

    Alright, I get what is bothering you here. You are not pleased that a melee weapon is giving more spell power than your mage weapon (staff).

    And I will stand here, since 4 paragraphs of nonsense followed the above.

    a) You do not get it. Nothing is bothering me. Possibly bothers?

    b) I love it because it matches my 5/1/1 (HA/MA/LA) armour I wear on my Magicka Templar. Holding staves was never to my liking, nor wearing cloth. DW works and looks fine with the rest of the armour. No complaining here mate.

    My post was to explain to the other guy his queries.

    Ahh, as I skimmed your post I thought you were one of the whiny little B@#432s who complains that melee weapons give more spellpower than their staff (ranged). Sorry if I mistook you for one of those, I've seen a lot of them around lately.

    so instead he can just stand back at range with 2 daggers and nuke you even harder, because he gets extra 240 spellpower and extra set piece possible to get another 177-190 spell power so overall another 240 to 430...... gotcha... :neutral:
  • mrowmrif2
    mrowmrif2
    ✭✭
    Here are some suggestions:

    -blood craze... Instead of damage and heal over time from bleeding (everything is immune to bleeding...), have damage dealt translate directly to healing. (100% damage dealt heals character). Since it is only two slashes, we are talking crits around 4000-5000 damage tops, so around what rally heals for. Or just make the HOT more potent... 10 sec hot for 10% damage returned as healing each tick would end up the same total but over time as opposed to burst heal.

    -blade cloak... Have deadly cloak morph provide 10% damage reduction to ALL damage types for the duration... Duration and % reduction increase per rank. 10-12-14-16% at rank IV and lasts for 15-16-17-18 seconds at rank IV.

    -thrown blade... Have hidden blade morph apply minor fracture and breach (to compliment skills like puncture or reapers mark, etc) and add bleeding damage... Extending range seems stupid here since DW is a melee focused skill line anyway. If you want range, go with bow skills. At least with choices between area of effect snare and fracture/bleeding on single target you have some nice strategic options.
    Edited by mrowmrif2 on May 11, 2015 3:10PM
  • woolyskywalker
    woolyskywalker
    Soul Shriven
    My main weapon is dual wield. The fact that the laceration part of twin slashes doesn't work on 90% of enemies, really takes away from the dps.
    :'( Not happy about this
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