Wolf_Watching wrote: »Sorry about the wall of text in advance. Might scrap this one and add a poll to skip to the more important stuff.
This way tanks are not feeling like they are unfairly punished or forced to run a staff backbar, and DW advantages don't quire overpower other 2H weapons anymore.
The_Yellow_King wrote: »Now if they could come up with a dagger equivalent for 2H like a scythe or a melee staff that would give crit. Its the one glaring difference still.
The_Yellow_King wrote: »This is a perfectly fine change for me, 2H has been so far behind DW for YEARS, and maybe even since inception. Yes enchants arent everything, but combined with the DW and 2H passive changes 2H might actually be viable now in PvE, and swords won't be completely worthless. The entire DW line is an execute, its out of balance. Even best rotation players get 5k plus DPS loss on 2H, that's a big deal.
I think looking at enchant changes specifically without looking in combination with weapons skill line changes is the mistake of this thread. The game needs changes for 2H to be viable. If you tried going into vmol with a 2H build you'd be kicked. I like the changes.
Now if they could come up with a dagger equivalent for 2H like a scythe or a melee staff that would give crit. Its the one glaring difference still.
John_Falstaff wrote: »@The_Yellow_King , you think that's a big deal? The big deal is, DW have just been brought down to 2H level (below actually as enchantments go), and now neither 2H nor DW are viable, because magicka hits harder and survives better. Congratulations, 2H, you have new buddy by your trash fire. ^^
p_tsakirisb16_ESO wrote: »Wolf_Watching wrote: »Sorry about the wall of text in advance. Might scrap this one and add a poll to skip to the more important stuff.
There is a poll already, where the overwhelming majority agree with the changes ZOS implements.
The_Yellow_King wrote: »John_Falstaff wrote: »@The_Yellow_King , you think that's a big deal? The big deal is, DW have just been brought down to 2H level (below actually as enchantments go), and now neither 2H nor DW are viable, because magicka hits harder and survives better. Congratulations, 2H, you have new buddy by your trash fire. ^^
Wow aggressive flaming here for a few k dps loss for me simply sharing my opinion. DW will still be better, and stamblade and stamplar and stamdk all hit like a truck I dont know what you are talking about. Neither being viable is a gross exaggeration.
I like the fact that 2H will be viable and swords wont be completely worthless. Thats my opinion.
The_Yellow_King wrote: »John_Falstaff wrote: »@The_Yellow_King , you think that's a big deal? The big deal is, DW have just been brought down to 2H level (below actually as enchantments go), and now neither 2H nor DW are viable, because magicka hits harder and survives better. Congratulations, 2H, you have new buddy by your trash fire. ^^
Wow aggressive flaming here for a few k dps loss for me simply sharing my opinion. DW will still be better, and stamblade and stamplar and stamdk all hit like a truck I dont know what you are talking about. Neither being viable is a gross exaggeration.
I like the fact that 2H will be viable and swords wont be completely worthless. Thats my opinion.
How do nerfs to dual wield result in 2H being more viable? That's like hitting everybody else in an exam room across the head with a hammer so they're as dumb as that one guy, to make that one guy smarter. He ain't smarter, you just brought everybody else down to his level.
What'd make 2H more viable is introducing a crit-based weapon and reworking certain skills to better fit in current PVE content. Enchants had incredibly little to do with the power difference between dual wield and 2H. The vast majority of that power difference comes from the fact that daggers are a thing, and the fact that dual wield is built for sustained damage, while 2H is built for burst and utility. One is favoured in PVE, the other PVP.
To make a point, if we were to approach weapon type imbalance the same way we currently are approaching enchants, the proposed solution to 2H not having a crit-based weapon is to simply nerf daggers. Does this approach seem right to you? Nerfing the better thing, because the underperforming thing is just poorly built?
The_Yellow_King wrote: »The_Yellow_King wrote: »John_Falstaff wrote: »@The_Yellow_King , you think that's a big deal? The big deal is, DW have just been brought down to 2H level (below actually as enchantments go), and now neither 2H nor DW are viable, because magicka hits harder and survives better. Congratulations, 2H, you have new buddy by your trash fire. ^^
Wow aggressive flaming here for a few k dps loss for me simply sharing my opinion. DW will still be better, and stamblade and stamplar and stamdk all hit like a truck I dont know what you are talking about. Neither being viable is a gross exaggeration.
I like the fact that 2H will be viable and swords wont be completely worthless. Thats my opinion.
How do nerfs to dual wield result in 2H being more viable? That's like hitting everybody else in an exam room across the head with a hammer so they're as dumb as that one guy, to make that one guy smarter. He ain't smarter, you just brought everybody else down to his level.
What'd make 2H more viable is introducing a crit-based weapon and reworking certain skills to better fit in current PVE content. Enchants had incredibly little to do with the power difference between dual wield and 2H. The vast majority of that power difference comes from the fact that daggers are a thing, and the fact that dual wield is built for sustained damage, while 2H is built for burst and utility. One is favoured in PVE, the other PVP.
To make a point, if we were to approach weapon type imbalance the same way we currently are approaching enchants, the proposed solution to 2H not having a crit-based weapon is to simply nerf daggers. Does this approach seem right to you? Nerfing the better thing, because the underperforming thing is just poorly built?
You can spin it that way if you want, my opinion is that DW is over powered so it needs a rebalance. If enchants contribute so little then it should be a non issue to change them. Every other setup in the game requires 2 hands, why should you be able to slot double the number of weapons and keep the same enchant power?
It is not just melee 2H, it is staves that also get 1 less enchant versus DW. You can either buff all 2H to get double enchants, or reduce DW to get half, those are really the only 2 options. Either one is fine with me, but doesn't it seem easier to change dw rather than change every other weapon type?
SkysOutThizeOut wrote: »Please allow dw to have a “whole” enchant instead of two “halves.
p_tsakirisb16_ESO wrote: »Wolf_Watching wrote: »Sorry about the wall of text in advance. Might scrap this one and add a poll to skip to the more important stuff.
There is a poll already, where the overwhelming majority agree with the changes ZOS implements.
hacker725x wrote: »How to make 2H viable like DW
● Buff 2H weapon passive
"Battle Rush" is useless in group and trial.
"Follow Up" "Forceful" too.
single target dps for boss is priority.
Example:
Follow Up: fully-charged Heavy Attack give u empower or weapon damage 5 seconds
Battle Rush: (while using 2h weapon attacks) restore 500 stamina. cd 10 seconds.
● Buff poisons
DW don't use poisons because it cover both enchantment.
2H usually use nirnhoned weapon with poisons.
Enchantment and infused is buffed many time,
but poisons never change.
Example:
Damage health poison IX: deal more damage.
All poisons applied chance 30% from 20%.
Alchemy passive "Snakeblood": When your alchemical poison fires grants you Empower, increasing the damage of your next Light Attack by 40% for 5 seconds.
LiquidPony wrote: »The_Yellow_King wrote: »The_Yellow_King wrote: »John_Falstaff wrote: »@The_Yellow_King , you think that's a big deal? The big deal is, DW have just been brought down to 2H level (below actually as enchantments go), and now neither 2H nor DW are viable, because magicka hits harder and survives better. Congratulations, 2H, you have new buddy by your trash fire. ^^
Wow aggressive flaming here for a few k dps loss for me simply sharing my opinion. DW will still be better, and stamblade and stamplar and stamdk all hit like a truck I dont know what you are talking about. Neither being viable is a gross exaggeration.
I like the fact that 2H will be viable and swords wont be completely worthless. Thats my opinion.
How do nerfs to dual wield result in 2H being more viable? That's like hitting everybody else in an exam room across the head with a hammer so they're as dumb as that one guy, to make that one guy smarter. He ain't smarter, you just brought everybody else down to his level.
What'd make 2H more viable is introducing a crit-based weapon and reworking certain skills to better fit in current PVE content. Enchants had incredibly little to do with the power difference between dual wield and 2H. The vast majority of that power difference comes from the fact that daggers are a thing, and the fact that dual wield is built for sustained damage, while 2H is built for burst and utility. One is favoured in PVE, the other PVP.
To make a point, if we were to approach weapon type imbalance the same way we currently are approaching enchants, the proposed solution to 2H not having a crit-based weapon is to simply nerf daggers. Does this approach seem right to you? Nerfing the better thing, because the underperforming thing is just poorly built?
You can spin it that way if you want, my opinion is that DW is over powered so it needs a rebalance. If enchants contribute so little then it should be a non issue to change them. Every other setup in the game requires 2 hands, why should you be able to slot double the number of weapons and keep the same enchant power?
It is not just melee 2H, it is staves that also get 1 less enchant versus DW. You can either buff all 2H to get double enchants, or reduce DW to get half, those are really the only 2 options. Either one is fine with me, but doesn't it seem easier to change dw rather than change every other weapon type?
If we're going to take this "2H uses two hands and two DW weapons uses two hands" to its logical conclusion ... 1H weapons should cost half the mats to craft, require half the tempers to improve, use only 25 Transmute Crystals to transmute, and drop in doubles from all sources.
I don't see why the "logic" of enchants really matters, though. What matters is the combat outcome.
And why does DW need a nerf? People keep saying this but most DW stam specs are not that great. Stamblades are OP, stamdens are pretty good ... but stamsorcs/stamplars/stamDKs? Did they really need a 3k+ DPS nerf? I don't think so, Tim.
In the end we told them about the fact that s&b players wont like it.
Dual wield was quite a bit of dps ahead from 2h and bow, which shouldn't be that much now. That is the reason for this change.
Your proposition of elitism being the cause doesn't make sense...
Lightspeedflashb14_ESO wrote: »@John_Falstaff this is the type of thing I wanted, https://forums.elderscrollsonline.com/en/discussion/454707/race-pve-dps-difference-tests-for-both-stamina-and-magicka-results-and-graphical-breakdown
The DPS difference from lossing enchantments is almost a non issue. Especially this, sustain from Absorb Stamina Enchant (106.7 stamina recovery loss equivalent), which is not as bad you you keep saying. You really need to calm yourself.
Wolf_Watching wrote: »Okay so here’s where we are at currently:
All non S&B one handed weapons will receive half the value of an actual enchant while still receiving a full cooldown to that type of enchant.
Here’s what’s wrong with that equation: (My own opinion on the recent string of strongly perceived changes)The idea for change was brought on by the 1% of the forum users (the elitists) and suggested heavily by the elites (Alcast, etc.) People who are seemingly out of touch with the majority of people who play this game (casually, non-competitive, and for fun).
Points that support a reason for a different route with enchants: (some points)I am sacrificing double the amounts of tempers (16), 2 Full Enchants, and possible trait changes (double amount) for nerfed enchants, soon to be nerfed bleeds, and spin, blade, and rending as possible bar slots. This comes with a bit more weapon and spell but at the cost of being able to run a masters bow reliably (PVP, but talking about both in this thread) or backbaring with something that will most likely become a defensive/buff bar.
I want to sum the racial nerfs up here in terms of stam dps— (Altmer is better than all stam, Dumner the “hybrid race” currently offers more raw damage than any other stam race we have and we only get one token to do anything about that so for most people it might be out of their budget for a while.
^^^
The above and the no longer increasing CP not only adds to the struggling competitive and losing fight (talking about higher endgame pve content now) over whether or not to even consider bringing a player with good DPS who prefers stam only and bumps it to a new level. {Keep reading}
Then you of course add to that (after 4 years of 0 changes to anything but the infused trait) regarding DW enchants you seem to take the worse possible outcome for nerfing something this delicate right in the infused pve and pvp meta. Hmm.
I think what you have done is worse than the one token bit you are currently planning when live strikes.
Alternatively, I have made suggestions other than making DW enchants useless for everyone -WW especially: (a few suggestions)Add the ability to have 2 half enchants and when put together turn into one full enchant with the normal cooldown.
-Double 2H weapon enchants as of the current value to buff underperforming weapons rather than nerf a normally performing setup and as opposed to leaving both one handed and two handed enchants in the hole.
-Cut cost of DW mats, etc. to compensate for the changes so far (such as- 2h weapons count as 2pcs and enchant changes)
-More to come or suggest yours below.
Thank you and please keep this constructive and free of bashing and the like.
The change is not well thought. S+B builds will be in disadvantage.
IMO disablingWolf_Watching wrote: »Okay so here’s where we are at currently:
All non S&B one handed weapons will receive half the value of an actual enchant while still receiving a full cooldown to that type of enchant.
Here’s what’s wrong with that equation: (My own opinion on the recent string of strongly perceived changes)The idea for change was brought on by the 1% of the forum users (the elitists) and suggested heavily by the elites (Alcast, etc.) People who are seemingly out of touch with the majority of people who play this game (casually, non-competitive, and for fun).
Points that support a reason for a different route with enchants: (some points)I am sacrificing double the amounts of tempers (16), 2 Full Enchants, and possible trait changes (double amount) for nerfed enchants, soon to be nerfed bleeds, and spin, blade, and rending as possible bar slots. This comes with a bit more weapon and spell but at the cost of being able to run a masters bow reliably (PVP, but talking about both in this thread) or backbaring with something that will most likely become a defensive/buff bar.
I want to sum the racial nerfs up here in terms of stam dps— (Altmer is better than all stam, Dumner the “hybrid race” currently offers more raw damage than any other stam race we have and we only get one token to do anything about that so for most people it might be out of their budget for a while.
^^^
The above and the no longer increasing CP not only adds to the struggling competitive and losing fight (talking about higher endgame pve content now) over whether or not to even consider bringing a player with good DPS who prefers stam only and bumps it to a new level. {Keep reading}
Then you of course add to that (after 4 years of 0 changes to anything but the infused trait) regarding DW enchants you seem to take the worse possible outcome for nerfing something this delicate right in the infused pve and pvp meta. Hmm.
I think what you have done is worse than the one token bit you are currently planning when live strikes.
Alternatively, I have made suggestions other than making DW enchants useless for everyone -WW especially: (a few suggestions)Add the ability to have 2 half enchants and when put together turn into one full enchant with the normal cooldown.
-Double 2H weapon enchants as of the current value to buff underperforming weapons rather than nerf a normally performing setup and as opposed to leaving both one handed and two handed enchants in the hole.
-Cut cost of DW mats, etc. to compensate for the changes so far (such as- 2h weapons count as 2pcs and enchant changes)
-More to come or suggest yours below.
Thank you and please keep this constructive and free of bashing and the like.
The mats cost suggestion is ridiculous.....unless you plan to mass produce daggers for profit.
When you created your axe-bleed-2x-enchant setup you knew it overperforms over other similar setups....and if it overperforms then expect it to be brought back in line with other setups.
Wolf_Watching wrote: »Okay so here’s where we are at currently:
All non S&B one handed weapons will receive half the value of an actual enchant while still receiving a full cooldown to that type of enchant.
Wolf_Watching wrote: »Okay so here’s where we are at currently:
All non S&B one handed weapons will receive half the value of an actual enchant while still receiving a full cooldown to that type of enchant.
Correct, But you are still getting the full armor enchant bonus for the board....so I would keep it quietly here as the board can receive a 1/2 nerf too.
1h weapon was miss-designed right from beginning of the game. And now finally they are brought in line with all other weapons. Took zos 4 years to figure it.