[PTS 4.3.0+] Discussion on 1H Enchant Changes

  • Screamo
    Screamo
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    @azyle1 I really dont think it is impossible to clear vAS and vCR with a full stam setup. Haven't seen anyone even attempting to do it, though.
    Maintank der Gruppe Basilisk Ancaria

    ancaria.shivtr.com
  • Screamo
    Screamo
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    @John_Falstaff So the hole problem with the change is that you cant use a full weapondmg & a full stam Absorb enchant at the same time?
    Maintank der Gruppe Basilisk Ancaria

    ancaria.shivtr.com
  • What_In_Tarnation
    What_In_Tarnation
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    Well, due to 2H/Bow dps gap with DW, so DW/1H+S enchantments will gonna be nerfed soon. I think it's time to add more utilities to DW/1H+S, don't you think? Something like a burst heal a.k.a rally or removed snare and immobilizations like forward momentum for heavy armor players? And maybe change DW ult more powerful like berserker strike.

    And it will open up more diversity like Bow/1H+S or Bow/DW..e.t.c.

    I know this change is most because some people think 2H should be on par with DW while 2H can keep its unique and useful abilities. Whoa. Very thoughtful indeed.
    Edited by What_In_Tarnation on January 22, 2019 2:21PM
  • Olupajmibanan
    Olupajmibanan
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    I don't know but patch notes say that enchants on one-handed weapons are halved, no matter if it's dual wield or S&B.

    I went to PTS and really, even one handers with shields have weapon enchant effect halved.
  • John_Falstaff
    John_Falstaff
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    @Screamo , not only that, but it's one of the most popular cases, yes. And now DW can only try to imitate it by transmuting main hand into nirnhoned. Staff can do that, 2H can do that, DW can't anymore.

    I frankly like the idea by @jcm2606 even more than disabling off hand enchantment, that would give DW enchants same power as 2H/staff, but a gain in flexibility. But that's probably idle talk now, what gets on PTS, gets on live.
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    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.
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    Skelfish wrote: »
    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.

    I do not see how people can force ice staff to be used on the back bar. Many min maxers need to get real and understand this is a game. Losing less than 600 crushing maximum, isn't going to save even a whole second during the whole trial run.

    Already we know that Alkosh, which is 5 times more potent, is saving around 6 seconds in vet trials, on an optimal group which cares about synergies(which are non existent in PUGs), and know what they are doing. For the PUGs and those not chasing numbers in leaderboards is useless argument the whole thing.

    And before someone argues, should consider the "benefits" having 1 stamina DD using NMG, as it procs on Endless Hail & Caltrops. Think the time saved on all those multi-target fights in SO, HRC etc. More than the time you will lose on a single boss because of the enchants nerfs of S&B.

  • The_Yellow_King
    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.

    I don't buy this being a material negative to tanks. Tank enchants are an after thought really, and a lot of tanks use a staff backbar so just put crushing there if you care that much.
    Edited by The_Yellow_King on January 22, 2019 2:51PM
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    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.

    Or a spear :smiley:
  • Azyle1
    Azyle1
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    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.

    So.. we nerfed DW to only have DW still be better than 2H.

    What sense does that make?
  • John_Falstaff
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    @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. ^^
    Edited by John_Falstaff on January 22, 2019 2:53PM
  • The_Yellow_King
    @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.
    Edited by The_Yellow_King on January 22, 2019 2:59PM
  • John_Falstaff
    John_Falstaff
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    @The_Yellow_King , I'm not attacking you. But it's too early to get giddy about having DW just as irrelevant as 2H (and 2H didn't just spring to relevance).
  • LiquidPony
    LiquidPony
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    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.

    Perhaps you should review your definition of "overwhelming majority." Right now the poll sits at 89 in favor, 63 not in favor, 16 undecided. 52% in favor is hardly an "overwhelming majority." And most of these people have no idea what the actual impact on combat is; the poll went up like an hour after the PTS was up.


    Edited by LiquidPony on January 22, 2019 3:14PM
  • jcm2606
    jcm2606
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    @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?
    Edited by jcm2606 on January 22, 2019 3:17PM
  • The_Yellow_King
    jcm2606 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?
  • LiquidPony
    LiquidPony
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    jcm2606 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.
  • hacker725x
    hacker725x
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    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.
  • SkysOutThizeOut
    SkysOutThizeOut
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    Please allow dw to have a “whole” enchant instead of two “halves.
  • Azyle1
    Azyle1
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    Please allow dw to have a “whole” enchant instead of two “halves.

    @SkysOutThizeOut

    This is EXACTLY why we know that 2H is underpowered and why we SHOULD NOT nerf DW.

    See, if both DW and 2H have 2 FULL enchants ( bow and front bar ) , DW is still better, yeah? So how about instead of nerfing DW to be bad, we just buff 2H some? Like...I do NOT understand.

    Buff 2H skill lines, add a new "scythe" weapon that adds crit and then see what happens.
    Edited by Azyle1 on January 22, 2019 7:13PM
  • Wuuffyy
    Wuuffyy
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    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 overwhelming majority of the few people that voted on the forums for having the change rather than better alternatives to the change? I'm not quite sure they currently represent everyone. I know they mostly aren't repping console players. Do you agree?
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Wuuffyy
    Wuuffyy
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    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.

    Here is another great suggestion for positive changes to 2h rather than trying to make two completely different playstyles match (otherwise known as homogenization).
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Wuuffyy
    Wuuffyy
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    LiquidPony wrote: »
    jcm2606 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.

    Straight from the OP. This makes complete since.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Twohothardware
    Twohothardware
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    Masel wrote: »
    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...

    S&B needs a couple of passives reworked and they could finally give the one weapon you hold the same buffs as two handed and dual wield gets for the weapon type like bleed from axe or penetration from a mace. It's always been dumb that it makes no difference what weapon type you run with a shield.
  • Wuuffyy
    Wuuffyy
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    @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.

    It's a uh.. 3k loss in damage w/infused still equipped alone, lol. That's huge. That takes a 42 and turns it into a 39. That's the difference between a chance at endgame and no change at end-game.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Didgerion
    Didgerion
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    The change is not well thought. S+B builds will be in disadvantage.

    IMO disabling
    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.

  • Wuuffyy
    Wuuffyy
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    Didgerion wrote: »
    The change is not well thought. S+B builds will be in disadvantage.

    IMO disabling
    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.

    Mass produce daggers? The cost of these in traders would be cut in half (not that any sell there anyway) and also you only have a chance at getting ONE gold temp back.

    Also, if bleeds where so OP... Home come wardens have a 25-30k dot over 10 seconds, sorcs have an unblockable, undodgeable dot, templar have an unblockable, undodgeable high damage 'mark', nightblade has a move that hits harder than the direct damage from just about any ult.

    No one picked DW b/c it was overperforming but rather that it was required to hit the numbers groups force upon you. It is also the only way to avoid the clunky moves from the 2H and the near useless passives.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Gigasax
    Gigasax
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    This thread is completely stupid in regards to DD´s. The sustain "nerf" aka absorb glyph cut in half will be compensated by the racial changes (you get better sustain on every stamina race, except dark elf, testet that myself on PTS). The DPS "nerf" can easily be compensated by using other sets, aka the new Deadly Strike or poisons on Frontbar.
    Edited by Gigasax on January 22, 2019 7:46PM
    - Noractis -
    - PC EU -
  • Didgerion
    Didgerion
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    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.
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Didgerion 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.

    No more or less we are just returning to the elder staves online I feel. We are no longer any closer to balance than we were with one tam. That second enchant is not very useful to tanks. It would be of far more benefit if we could replace that glyph with a jewelry enchant or an actual weapon enchant, etc.
    Edited by Wuuffyy on January 22, 2019 8:13PM
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
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