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Axes - change bleed damage to increased critical damage

Waylander
Waylander
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Title says it all. I want to see more great axes and hand axes gracing stamina builds of cyrodiil and pve alike.

We all know bleeds and dots are effectively useless in PvP due to purge, cleanse, cloak and damage shields.

In PvE axe dots don't stack so it refreshes without getting the bleed unless you don't light or heavy attack often.

Simplest change I can see to make one weapon line actually used would be to increase the critical damage granted by Axes. This should fit with immersion too, if I critically injure you with a great axe, it should do more damage!

Zos, make this happen.
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Waylander
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  • Elder_III
    Elder_III
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    They either need something different then Bleeding or the Bleed mechanic needs to be changed. Sadly there's minimal point in using Axes vs any of the other melee options.
    Semi retired from the trading aspects of the game.
  • timidobserver
    timidobserver
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    Good idea.
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  • Levo18
    Levo18
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    Agreed they need some improvement. I love the look of axes in every TES game but they are So useless in pvp it makes me sad :(
  • Spearshard
    Spearshard
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    Ah man, that would be amazing, and actually add diversity. Bleed is so weak as to be unnoticeable. But given zos logic, and the fact this is a useful change, probably won't happen. Which is a shame, this is genius.
  • Some_Jerk
    Some_Jerk
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    +1
    great suggestion
  • Conquers
    Conquers
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    As a mighty orc, i would love to swing a mighty axe, but it is just so impractical with how weak bleed is (and how constructs and skeletons are immune). i just use greatsword for that extra damage bonus. Mace is fine imo, i wouldnt use it.

    +1
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  • UltimaJoe777
    UltimaJoe777
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    So you want to give axes what daggers have and daggers what axes have? No, bleeding better suits axes.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Conquers
    Conquers
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    So you want to give axes what daggers have and daggers what axes have? No, bleeding better suits axes.

    shouldn't daggers make more sense with +crit chance, or +weapon speed?
    VR 16 Orc Stamina Dragonknight

    We need a loot currency system in this game!
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  • Some_Jerk
    Some_Jerk
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    So you want to give axes what daggers have and daggers what axes have? No, bleeding better suits axes.

    No one said anything about daggers here. I think the suggestion is that daggers = critical chance (remain the same), axes = critical damage.

  • UltimaJoe777
    UltimaJoe777
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    So you want to give axes what daggers have and daggers what axes have? No, bleeding better suits axes.

    No one said anything about daggers here. I think the suggestion is that daggers = critical chance (remain the same), axes = critical damage.

    Yeah and they won't make 2 weapons do the same thing. That takes away from diversity.
    Conquers wrote: »
    So you want to give axes what daggers have and daggers what axes have? No, bleeding better suits axes.

    shouldn't daggers make more sense with +crit chance, or +weapon speed?

    Weapon Speed = Weighted Trait. I understand why you believe this should be though since it was the fastest-swinging weapon in TESV: Skyrim.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • talon_vib14_ESO
    talon_vib14_ESO
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    So you want to give axes what daggers have and daggers what axes have? No, bleeding better suits axes.

    No one said anything about daggers here. I think the suggestion is that daggers = critical chance (remain the same), axes = critical damage.

    Yeah and they won't make 2 weapons do the same thing. That takes away from diversity.
    Conquers wrote: »
    So you want to give axes what daggers have and daggers what axes have? No, bleeding better suits axes.

    shouldn't daggers make more sense with +crit chance, or +weapon speed?

    Weapon Speed = Weighted Trait. I understand why you believe this should be though since it was the fastest-swinging weapon in TESV: Skyrim.
    \

    Crit chance is how often you crit. Crit damage is how much dmg your crits do when you land one...not the same thing.

  • UltimaJoe777
    UltimaJoe777
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    So you want to give axes what daggers have and daggers what axes have? No, bleeding better suits axes.

    No one said anything about daggers here. I think the suggestion is that daggers = critical chance (remain the same), axes = critical damage.

    Yeah and they won't make 2 weapons do the same thing. That takes away from diversity.
    Conquers wrote: »
    So you want to give axes what daggers have and daggers what axes have? No, bleeding better suits axes.

    shouldn't daggers make more sense with +crit chance, or +weapon speed?

    Weapon Speed = Weighted Trait. I understand why you believe this should be though since it was the fastest-swinging weapon in TESV: Skyrim.
    \

    Crit chance is how often you crit. Crit damage is how much dmg your crits do when you land one...not the same thing.

    Pardon me for missing that then but nevertheless take a look at Skyrim: Axes got bleed damage in that game too. Likewise, Maces are doing in this game what they did in Skyrim as well effect-wise. Swords, however, were changed to Damage in general instead of Critical Damage.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Malanor
    Malanor
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    At least do bleed effects affecting undead and mechanisms, otherwise the effect of master dagger is a joke.
  • UltimaJoe777
    UltimaJoe777
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    Malanor wrote: »
    At least do bleed effects affecting undead and mechanisms, otherwise the effect of master dagger is a joke.

    I'm sure they'll get right on that, along with decapitation and splitting skulls in 2... like a pudding.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • dsalter
    dsalter
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    just so people realise, OP means axes give crit multiplier while daggers retain crit chance.
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

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  • Torug_gro-Yak
    /sign

    Right now, nobody is using axes for damage because the passive provided to them is far worse than maces/swords/daggers. There is no Situation, where it can shine.

    As partially mentioned, the problems are:
    - too many immune Mobs to bleed (but fire elementals take dmg from fire attacks?...)
    - dmg shield Problems
    - reapplying the DoT resets the tick timer
    - Overall dmg is too low to fit the %-Bonus of the other weapon types (scaling)

    I like the suggestion of a bonus to Crit-Dmg. Numbers have to be balanced, ofc.

    So, as a melee Orsimer since Beta, I would really appreciate the long required change to the axe passives.

    ALSO, it would be great, if the axes were a little bit bigger scaled... many of them seems just tiny.
  • UltimaJoe777
    UltimaJoe777
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    /sign

    Right now, nobody is using axes for damage because the passive provided to them is far worse than maces/swords/daggers. There is no Situation, where it can shine.

    As partially mentioned, the problems are:
    - too many immune Mobs to bleed (but fire elementals take dmg from fire attacks?...)
    - dmg shield Problems
    - reapplying the DoT resets the tick timer
    - Overall dmg is too low to fit the %-Bonus of the other weapon types (scaling)

    I like the suggestion of a bonus to Crit-Dmg. Numbers have to be balanced, ofc.

    So, as a melee Orsimer since Beta, I would really appreciate the long required change to the axe passives.

    ALSO, it would be great, if the axes were a little bit bigger scaled... many of them seems just tiny.

    You can correct your statement then because I use a Battle Axe on my Dragonknight who happens to be built as a melee fighter and I also use Dual Axes on my Werewolf for one of his weapon sets when he isn't in Werewolf form.

    Just because the meta isn't using something doesn't mean nobody is.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Kronuxx
    Kronuxx
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    /sign

    Right now, nobody is using axes for damage because the passive provided to them is far worse than maces/swords/daggers. There is no Situation, where it can shine.

    As partially mentioned, the problems are:
    - too many immune Mobs to bleed (but fire elementals take dmg from fire attacks?...)
    - dmg shield Problems
    - reapplying the DoT resets the tick timer
    - Overall dmg is too low to fit the %-Bonus of the other weapon types (scaling)

    I like the suggestion of a bonus to Crit-Dmg. Numbers have to be balanced, ofc.

    So, as a melee Orsimer since Beta, I would really appreciate the long required change to the axe passives.

    ALSO, it would be great, if the axes were a little bit bigger scaled... many of them seems just tiny.

    This is so true. I always thought 2H battleaxes seemed tiny in my two hands compared to a greatsword or maul.

  • Torug_gro-Yak
    /sign

    Right now, nobody is using axes for damage because the passive provided to them is far worse than maces/swords/daggers. There is no Situation, where it can shine.

    As partially mentioned, the problems are:
    - too many immune Mobs to bleed (but fire elementals take dmg from fire attacks?...)
    - dmg shield Problems
    - reapplying the DoT resets the tick timer
    - Overall dmg is too low to fit the %-Bonus of the other weapon types (scaling)

    I like the suggestion of a bonus to Crit-Dmg. Numbers have to be balanced, ofc.

    So, as a melee Orsimer since Beta, I would really appreciate the long required change to the axe passives.

    ALSO, it would be great, if the axes were a little bit bigger scaled... many of them seems just tiny.

    You can correct your statement then because I use a Battle Axe on my Dragonknight who happens to be built as a melee fighter and I also use Dual Axes on my Werewolf for one of his weapon sets when he isn't in Werewolf form.

    Just because the meta isn't using something doesn't mean nobody is.

    Maybe my "nobody" is a Little bit exaggerated. But see it as a rhetorical medium!
    Just the fact, that somebody (e.g. you) use this type of weapon, doesn't mean, that the Problem doesn't exist.

    The stated Facts are actually true, nothing can change this. And btw. i don't like "meta". "Meta" just means, that there is an imbalance, that Forces performance-oriented Players to do things, they normally wouldn't (e.g. using swords/maces/daggers over axes)!
    If a Player cares just a Little for how his character performs, and that SHOULD be the case in a Group Play oriented game, than there is no reason, to take an axe as DD. This is an imbalance which have to be addressed!

    Btw. if im Tanking, I use axes ;) Just because style and it doensn't matter.
  • Waylander
    Waylander
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    Daggers give increased crit chance

    I want axes to do increased critical damage

    The current bleed damage is worse than all three other choices and has been since beta.

    @ZOS_GinaBruno can you pass this proposal onto the combat team or relevant devs?
    Nocturnal - AD Oceanic PvP Guild
    Waylander
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  • lathbury
    lathbury
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    or splash damage like lightning staves
  • Panth141
    Panth141
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    /sign

    Right now, nobody is using axes for damage because the passive provided to them is far worse than maces/swords/daggers. There is no Situation, where it can shine.

    As partially mentioned, the problems are:
    - too many immune Mobs to bleed (but fire elementals take dmg from fire attacks?...)
    - dmg shield Problems
    - reapplying the DoT resets the tick timer
    - Overall dmg is too low to fit the %-Bonus of the other weapon types (scaling)

    I like the suggestion of a bonus to Crit-Dmg. Numbers have to be balanced, ofc.

    So, as a melee Orsimer since Beta, I would really appreciate the long required change to the axe passives.

    ALSO, it would be great, if the axes were a little bit bigger scaled... many of them seems just tiny.

    You can correct your statement then because I use a Battle Axe on my Dragonknight who happens to be built as a melee fighter and I also use Dual Axes on my Werewolf for one of his weapon sets when he isn't in Werewolf form.

    Just because the meta isn't using something doesn't mean nobody is.

    Chill!

    All that is being said here is that axes are underpowered due to their lackluster passive, and they have suggested a passive that is otherwise unused, or, as an alternative, making the current passive more useful.

    I use a 1H axe for DW, simply because it's the agility weapon drop I got - I don't even notice the bleed, given the number of cleanses and immunities running around - why wouldn't you want to balance the axes with the other weapons?
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  • Bhakura
    Bhakura
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    +1 for crit damage on axes, my axe wielding 60% critchance shadow mundus khajit is gonna LOVE this :smiley:

    yes i wield a crappy axe, always loved axes over anything else, dont care if its bad, its aesthetics lol
  • EgoRush
    EgoRush
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    This is a fantastic suggestion. Like Thief/Shadow Mundus, you'd have Dagger/Axe utility. I love it. They have failed consistently to address the bleed damage, why not try this instead?
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  • Jeckll
    Jeckll
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    I dont see a lot of good suggestions when browsing here, but this one is pretty nice. Good job, @Waylander .
    Jeckll has quit the game. Thanks for the great time.
  • Gilliamtherogue
    Gilliamtherogue
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    100% this. Axes being bound to bleed damage will forever prevent them from being a viable option in usage compared to the other weapons. Moving them to a good, but not inherently overpowered stat would greatly increase their viability. By giving axes CHD you don't force builds into thinking they need to take it, but instead offer a strong contender for builds that focus more on crit than penetration or flat damage. I am behind this thread in full force.
    Old member of The Order of Mundus, Mostly Harmless, Hostile, and Genesis Elite. Avid theorycrafter. Herald to competitive stamina DPS pre 1.5. How far we've come!

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  • Kahen40k
    Kahen40k
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    /sign

    Right now, nobody is using axes for damage because the passive provided to them is far worse than maces/swords/daggers. There is no Situation, where it can shine.

    As partially mentioned, the problems are:
    - too many immune Mobs to bleed (but fire elementals take dmg from fire attacks?...)
    - dmg shield Problems
    - reapplying the DoT resets the tick timer
    - Overall dmg is too low to fit the %-Bonus of the other weapon types (scaling)

    I like the suggestion of a bonus to Crit-Dmg. Numbers have to be balanced, ofc.

    So, as a melee Orsimer since Beta, I would really appreciate the long required change to the axe passives.

    ALSO, it would be great, if the axes were a little bit bigger scaled... many of them seems just tiny.

    You can correct your statement then because I use a Battle Axe on my Dragonknight who happens to be built as a melee fighter and I also use Dual Axes on my Werewolf for one of his weapon sets when he isn't in Werewolf form.

    Just because the meta isn't using something doesn't mean nobody is.

    This is why we can't have nice things :'(

    Anyway amazing idea, this change would make axes on pair with others weapon, lets hope ZOS listen this time.
  • Mettaricana
    Mettaricana
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    I agree imagining rocking two handed or dw axes with precise and crit wailing on things
  • Beltan3
    Beltan3
    This would be awesome. Plus magicka builds could also use axes!
  • willymchilybily
    willymchilybily
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    for me as much as i would like to say yes, I'm going to have to say No - its too OP. You probably wont see it till Orsinium but a new meta is coming. And boosting critical damage beyond: shadow(+12%), and precise strikes (+25%). is bad for PvP
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