You know that "Bleed-damage" is physical damage as well right??? If you read the tooltip on all skills that are considered "Bleed-damage" they will say something in line with:
"Bleed X amount of physical damage of Y seconds"
I would just like to see the enchant being buffed by a lot or make it tick once every 0,5 second.
And to all of you complaining about those 189 spell/weapon damage: Poisons are supposed to suppress all enchants, the thing with vMA weapons was obviously a bug. Not officially stated by ZOS but you don´t need to be a genius to figure that out.
A good comparison is the way Scathing Mage used to synergies with twisting path since a part of that skill was considered a direct damage attack, which was also a bug/unintended feature. But people build their meta around a broken mechanic. ZOS fixed it after many years and now they did the same thing to vMA weapons.
Stop building your metas/builds around un-intended features/bugs and then cry when ZOS finally fix it. If 189 spell/weapon damage breaks your build then there´s something very wrong with your build.....
You know that "Bleed-damage" is physical damage as well right??? If you read the tooltip on all skills that are considered "Bleed-damage" they will say something in line with:
"Bleed X amount of physical damage of Y seconds"
I would just like to see the enchant being buffed by a lot or make it tick once every 0,5 second.
And to all of you complaining about those 189 spell/weapon damage: Poisons are supposed to suppress all enchants, the thing with vMA weapons was obviously a bug. Not officially stated by ZOS but you don´t need to be a genius to figure that out.
A good comparison is the way Scathing Mage used to synergies with twisting path since a part of that skill was considered a direct damage attack, which was also a bug/unintended feature. But people build their meta around a broken mechanic. ZOS fixed it after many years and now they did the same thing to vMA weapons.
Stop building your metas/builds around un-intended features/bugs and then cry when ZOS finally fix it. If 189 spell/weapon damage breaks your build then there´s something very wrong with your build.....
Every single thing you just wrote is either nonesense or just plain wrong.
You know that "Bleed-damage" is physical damage as well right??? If you read the tooltip on all skills that are considered "Bleed-damage" they will say something in line with:
"Bleed X amount of physical damage of Y seconds"
I would just like to see the enchant being buffed by a lot or make it tick once every 0,5 second.
And to all of you complaining about those 189 spell/weapon damage: Poisons are supposed to suppress all enchants, the thing with vMA weapons was obviously a bug. Not officially stated by ZOS but you don´t need to be a genius to figure that out.
A good comparison is the way Scathing Mage used to synergies with twisting path since a part of that skill was considered a direct damage attack, which was also a bug/unintended feature. But people build their meta around a broken mechanic. ZOS fixed it after many years and now they did the same thing to vMA weapons.
Stop building your metas/builds around un-intended features/bugs and then cry when ZOS finally fix it. If 189 spell/weapon damage breaks your build then there´s something very wrong with your build.....
The changes made affect all of the special weapons. Why should the 2H get special treatment.
Also, and really more important, have you tested the weapon with various enchants to see what the performance is? It's why it's on the pts first.
"Bleed X amount of physical damage of Y seconds"
Regarding Scating Mage: A popular set for magicka Nightblades a few patches ago. The reason for it was that a part ofTwisting Path (Morph of Path of Darkness) was considered a direct damage attack instead of a damage over time effect (which it actually is). That was not indented since the skill is a ground aoe dot.
You know that "Bleed-damage" is physical damage as well right??? If you read the tooltip on all skills that are considered "Bleed-damage" they will say something in line with:
"Bleed X amount of physical damage of Y seconds"
I would just like to see the enchant being buffed by a lot or make it tick once every 0,5 second.
And to all of you complaining about those 189 spell/weapon damage: Poisons are supposed to suppress all enchants, the thing with vMA weapons was obviously a bug. Not officially stated by ZOS but you don´t need to be a genius to figure that out.
A good comparison is the way Scathing Mage used to synergies with twisting path since a part of that skill was considered a direct damage attack, which was also a bug/unintended feature. But people build their meta around a broken mechanic. ZOS fixed it after many years and now they did the same thing to vMA weapons.
Stop building your metas/builds around un-intended features/bugs and then cry when ZOS finally fix it. If 189 spell/weapon damage breaks your build then there´s something very wrong with your build.....
ZOS_GinaBruno wrote: »NEW FEATURES / UPDATES / BIG CHANGES
Base Game Patch
Poison-Making
You can now use the Alchemy system to create a wide array of dangerous poisons! Using new and existing reagents mixed together in a new type of solvent (oils), these poisons can be equipped alongside wielded weapon sets and have a chance to be applied to your enemy during each heavy or light attack of the associated weapon(s).
- Poisons, unlike other equipped items, are consumed as they are applied.
- Poisons are also subject to dilution, with each effect becoming less potent as more effects are added.
- Oils are sourced from various deadly monsters throughout Tamriel.
- The new reagents have been added to many critters and monsters throughout Tamriel, and create multiple new effects for both potions and poisons.
- While a weapon set has a poison equipped, any weapon enchantments on that weapon set are temporarily suppressed.
- Master’s Weapons and Maelstrom Weapons have their unique-ability modifying effect suppressed, while their stat bonus is not suppressed.
- Weapon tooltips have been updated to support poisons.
- When a poison is equipped, the weapon enchant and charge will be suppressed and replaced by the poison description and count.
- Added indicators for Armor Durability, and Weapon Charge/Poison.
- On a side note: When any piece of equipped armor is broken, an indicator will appear near the ability bar.
- When a weapon for your current weapon set has no poisons equipped and runs out of weapon charge, an indicator will appear near the ability bar.
You know that "Bleed-damage" is physical damage as well right??? If you read the tooltip on all skills that are considered "Bleed-damage" they will say something in line with:
"Bleed X amount of physical damage of Y seconds"
I would just like to see the enchant being buffed by a lot or make it tick once every 0,5 second.
And to all of you complaining about those 189 spell/weapon damage: Poisons are supposed to suppress all enchants, the thing with vMA weapons was obviously a bug. Not officially stated by ZOS but you don´t need to be a genius to figure that out.
A good comparison is the way Scathing Mage used to synergies with twisting path since a part of that skill was considered a direct damage attack, which was also a bug/unintended feature. But people build their meta around a broken mechanic. ZOS fixed it after many years and now they did the same thing to vMA weapons.
Stop building your metas/builds around un-intended features/bugs and then cry when ZOS finally fix it. If 189 spell/weapon damage breaks your build then there´s something very wrong with your build.....
You know that "Bleed-damage" is physical damage as well right??? If you read the tooltip on all skills that are considered "Bleed-damage" they will say something in line with:
"Bleed X amount of physical damage of Y seconds"
I would just like to see the enchant being buffed by a lot or make it tick once every 0,5 second.
And to all of you complaining about those 189 spell/weapon damage: Poisons are supposed to suppress all enchants, the thing with vMA weapons was obviously a bug. Not officially stated by ZOS but you don´t need to be a genius to figure that out.
A good comparison is the way Scathing Mage used to synergies with twisting path since a part of that skill was considered a direct damage attack, which was also a bug/unintended feature. But people build their meta around a broken mechanic. ZOS fixed it after many years and now they did the same thing to vMA weapons.
Stop building your metas/builds around un-intended features/bugs and then cry when ZOS finally fix it. If 189 spell/weapon damage breaks your build then there´s something very wrong with your build.....
Welp, as other people have said: bleed damage is a different type of physical damage not affected by resistances. The vma enchant is simply a physical dot, thus it is affected by resistances.
Also, the poison/stat bonus was intended, not a bug.
Care to retract your false and non-constructive comments?
The changes made affect all of the special weapons. Why should the 2H get special treatment.
Also, and really more important, have you tested the weapon with various enchants to see what the performance is? It's why it's on the pts first.
Because some of the other weapons did receive some sort of bonus to their damage after the stat bonus was removed. Namely Master weapons. Despite that, most of them are quite weak and not worth slotting over a 5/5/1 or 5/5/2 setup. They should have buffed or outright redesigned most of the effects to make them viable again. At this point the only arena weapons that are viable are Maelstrom Destro & Bow (backbar) and Master Resto & Bow. And that's only for PvE. 2H is overwhelmingly used in PvP, and there's no PvE content where you need Critical Rush.
The VMA 2H effect can crit on live, but since it's being changed to an item set effect, would that mean it can no longer crit?
I saw that they're buffing the damage from 4300 to 6000 or so, but if it can't crit, I don't see this as much of a buff
The VMA 2H effect can crit on live, but since it's being changed to an item set effect, would that mean it can no longer crit?
I saw that they're buffing the damage from 4300 to 6000 or so, but if it can't crit, I don't see this as much of a buff
I've also been wondering about this issue.
Can someone check this on the PTS and let us know?
6000 over 5s is already a very meh effect. If it can't crit, ala proc sets, then it makes it even more underwhelming...
This is a great suggestion. Would improve the viability of the vMA 2H without altering its gameplay "flavour" at all!
You have my support.
Also, SMH at the people who don't understand the difference between bleed and physical damage despite it being stated in the opening post.
preedb16_ESO2 wrote: »When you people come with your suggestions, could you PLEASE also consider PVE and not only think about how things work in PVP? Some of us don't want PVE to be nerfed every time there are balance issues with PVP..
The bonus has to be good enough to make it worth considering slotting Crit Rush/Stampede instead of Ambush. As it stands absolutely no reason to slot a vMA on a nightblade, except for the look and to brag about how you wasted weeks running vMA (dying a little on the inside, each run).
Not even sure if hanging this to bleed would be enough...