UltimaJoe777 wrote: »So you want to give axes what daggers have and daggers what axes have? No, bleeding better suits axes.
UltimaJoe777 wrote: »So you want to give axes what daggers have and daggers what axes have? No, bleeding better suits axes.
s_tibob16_ESO wrote: »UltimaJoe777 wrote: »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 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?
\UltimaJoe777 wrote: »s_tibob16_ESO wrote: »UltimaJoe777 wrote: »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.UltimaJoe777 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.
talon_vib14_ESO wrote: »\UltimaJoe777 wrote: »s_tibob16_ESO wrote: »UltimaJoe777 wrote: »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.UltimaJoe777 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.
At least do bleed effects affecting undead and mechanisms, otherwise the effect of master dagger is a joke.
Torug_gro-Yak wrote: »/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.
Torug_gro-Yak wrote: »/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 wrote: »Torug_gro-Yak wrote: »/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.
UltimaJoe777 wrote: »Torug_gro-Yak wrote: »/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.
UltimaJoe777 wrote: »Torug_gro-Yak wrote: »/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.