[PTS 4.3.0+] Discussion on 1H Enchant Changes

  • BadShogun
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    @ExistingRug61 's idea would help a lot. As it is, on the PTS, it's not even worth running enchants on DW.

    We should at least have a choice - poisons OR enchants, both should be roughly equal ( and I'm NOT suggesting nerfing the poisons, even the double dot poisons feel incredibly weak compared to live enchants )
  • Vapirko
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    I’m not going to go into whether enchants should be balanced between dual wield and two handed no matter what this will result in a nerf to dual wield.

    But, if the goal is to make enchants balance between dual wield and two handed, then I think the proposed change on PTS is the wrong way to go about it. As stated by many previously, the problem with simply halving the strength of one handed enchants means that if dual wielding you lose out when using things like berserker, crushing or absorb glyphs as two half strength enchants is weaker than one full strength enchant. It is also a straight up nerf to sword and shield.

    A potentially better way to achieve the desired balance would be to leave one handed enchants strength unchanged but make enchant procs for dual wield share cooldown (even if the enchants are different), with the caveat that they will always proc alternating so both occur. This would effectively halve the current proc rate for dual wield, but also mean using two of the same enchant is no longer strictly worse than two different enchants (which is currently the case as two of the same enchants share cooldown).

    Ie: If dual wielding two infused weapons with two different enchants, say absorb stamina and poison, you would get procs as follows
    Absorb stamina – 2 sec cooldown – Poison – 2 sec cooldown – repeat
    Or if you had two of the same, say two absorb stamina
    Absorb stamina #1 – 2 sec cooldown – Absorb stamina #2 – 2 sec cooldown – repeat

    The effects of this change would be as follows:
    1) Enchantment strength is more balanced between dual wield and two handed. Ie: you get exactly the same total enchant proc rate and strength with dual wield and two handed by putting the same enchant on both dual wield weapons, or alternatively you can have half the proc rate on two different enchants.
    2) Infused trait is more balanced between dual wield and two handed. Ie: to get the equivalent of an infused two hander you would have to make both dual wield weapons infused, whereas running something like nirn/infused would be a reduced overall enchant proc rate vs infused two hander.
    3) Sword and shield would effectively be unchanged from live, so would still have access to a full strength enchant and be balanced with dual wield and two handed.
    4) There would be a slight weird effect if using two enchants with different cooldowns as in this case it wouldn’t simply be a half proc rate for both enchants vs current live due to the alternating nature (one would be more than halved rate, while the other would be less than halved rate).
    5) There would be an additional slight nerf to dual wield burst as you would no longer be able to proc the two enchants on two subsequent attacks (or with something like twin slashes). But this would still be in line with two handed.

    If its gotta happen, this is how I want it implemented. Nice job. @ZOS_BrianWheeler @ZOS_Gilliam You guys should look at this.
    Edited by Vapirko on January 24, 2019 2:16AM
  • Wuuffyy
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    BadShogun wrote: »
    @ExistingRug61 's idea would help a lot. As it is, on the PTS, it's not even worth running enchants on DW.

    We should at least have a choice - poisons OR enchants, both should be roughly equal ( and I'm NOT suggesting nerfing the poisons, even the double dot poisons feel incredibly weak compared to live enchants )

    Yea that’s how I feel also.
    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)
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  • Jim6270
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    So first of all I do understand that the enchants needed some fixing (yes I have an enchant procing build on a character as well, so I know they are strong and a bit too OP in non-CP campains), but I realy dont like that you think this is the rigth way to fix it.

    With those changes you are removing possible weapons setup because if you need the enchant for extra sustain or for weapon buff enchant you will not be able to run Duelwield/Duelwield, One Hand and Shield/ One hand and Shield or Duelwield/One Hand and Shield.
    And worst of all is the one hand and shield style of figthing in PvP will only be possible if your off-bar weapon is two-handed.
    For me thats just turning the tables around. Before we had two weapon setups being stronger because of set bonuses etc. and now we will have two-handed weapons being the superior weapons because you have more possibilitys (taking the new enchant system in to work) then you have on DueldWield and One hand and shield..... removing the posibility of fun setup's is just a bad way to fix a problem.

    I would suggest that the changes should be ether:
    1. Make it so enchantment bonus on all weapons are full enchants and that the enchant on main hand weapon is the only enchant that can proc. So no matter what the enchant is on the off-hand, it will only be used if you swicth it to main hand insted (have a red text on the weapons enchant if put in the off-hand that says "this will not be used on the off-hand weapon" when you look at the character item screen). Then you can still have the same benefit as other weapons and it will not be over powered comparet to other.
    2. Make it so only damage portion of enchants are halved on DuelWield and One hand and shield. So you still can get the full effect of weapon buff or recovery enchants.
    Edited by Jim6270 on January 24, 2019 11:17PM
  • Dottzgaming
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    I’m not going to go into whether enchants should be balanced between dual wield and two handed no matter what this will result in a nerf to dual wield.

    But, if the goal is to make enchants balance between dual wield and two handed, then I think the proposed change on PTS is the wrong way to go about it. As stated by many previously, the problem with simply halving the strength of one handed enchants means that if dual wielding you lose out when using things like berserker, crushing or absorb glyphs as two half strength enchants is weaker than one full strength enchant. It is also a straight up nerf to sword and shield.

    A potentially better way to achieve the desired balance would be to leave one handed enchants strength unchanged but make enchant procs for dual wield share cooldown (even if the enchants are different), with the caveat that they will always proc alternating so both occur. This would effectively halve the current proc rate for dual wield, but also mean using two of the same enchant is no longer strictly worse than two different enchants (which is currently the case as two of the same enchants share cooldown).

    Ie: If dual wielding two infused weapons with two different enchants, say absorb stamina and poison, you would get procs as follows
    Absorb stamina – 2 sec cooldown – Poison – 2 sec cooldown – repeat
    Or if you had two of the same, say two absorb stamina
    Absorb stamina #1 – 2 sec cooldown – Absorb stamina #2 – 2 sec cooldown – repeat

    The effects of this change would be as follows:
    1) Enchantment strength is more balanced between dual wield and two handed. Ie: you get exactly the same total enchant proc rate and strength with dual wield and two handed by putting the same enchant on both dual wield weapons, or alternatively you can have half the proc rate on two different enchants.
    2) Infused trait is more balanced between dual wield and two handed. Ie: to get the equivalent of an infused two hander you would have to make both dual wield weapons infused, whereas running something like nirn/infused would be a reduced overall enchant proc rate vs infused two hander.
    3) Sword and shield would effectively be unchanged from live, so would still have access to a full strength enchant and be balanced with dual wield and two handed.
    4) There would be a slight weird effect if using two enchants with different cooldowns as in this case it wouldn’t simply be a half proc rate for both enchants vs current live due to the alternating nature (one would be more than halved rate, while the other would be less than halved rate).
    5) There would be an additional slight nerf to dual wield burst as you would no longer be able to proc the two enchants on two subsequent attacks (or with something like twin slashes). But this would still be in line with two handed.

    +1, great idea! This would be much better than whats currently implemented and accomplish basically their same goal
  • Masel
    Masel
    Class Representative
    @Masel , and what did you tell them about the fact that two half-strength enchants don't add up to a full one? Do you also propose to retrait everything on main hand into Nirnhoned to invest into AoE (because now, unlike on 2H, you can't run full weapon damage + full absorb, some of that is bound to be halved)?

    We proposed many differend solutions, but they simply chose this one. Not more I can do about it.

    And yes, dual wield was far above 2h because of enchants. They both parse very similarly now on the pts, especially on classes that lack a class execute.
    PC EU

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  • BadShogun
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    So, in ZOS's infinite wisdom, they decide to make enchants completely useless for DW.

    Poisons are almost twice as strong as DW enchants on the PTS right now.

    While we're at it, why not just remove the ability to enchant one handed weapons altogether?
  • Lightspeedflashb14_ESO
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    Masel wrote: »
    @Masel , and what did you tell them about the fact that two half-strength enchants don't add up to a full one? Do you also propose to retrait everything on main hand into Nirnhoned to invest into AoE (because now, unlike on 2H, you can't run full weapon damage + full absorb, some of that is bound to be halved)?

    We proposed many differend solutions, but they simply chose this one. Not more I can do about it.

    And yes, dual wield was far above 2h because of enchants. They both parse very similarly now on the pts, especially on classes that lack a class execute.

    I believe you but I would like to see some parses, people are saying that front bar poisons are out dpsing both enchants, I am not sure how I feel about that.
  • LiquidPony
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    Masel wrote: »
    @Masel , and what did you tell them about the fact that two half-strength enchants don't add up to a full one? Do you also propose to retrait everything on main hand into Nirnhoned to invest into AoE (because now, unlike on 2H, you can't run full weapon damage + full absorb, some of that is bound to be halved)?

    We proposed many differend solutions, but they simply chose this one. Not more I can do about it.

    And yes, dual wield was far above 2h because of enchants. They both parse very similarly now on the pts, especially on classes that lack a class execute.

    I believe you but I would like to see some parses, people are saying that front bar poisons are out dpsing both enchants, I am not sure how I feel about that.

    Here's a 2H stamsorc. AY + Relequen + Velidreth. Buffs provided: Combat Prayer, Major Fracture, Minor Vulnerability.

    DW bar: Wrecking Blow, Carve, Executioner, Hurricane, Bound Armaments. Dawnbreaker.

    Bow bar: Hail, Trops, Inject, Trap, Bound Armaments. Storm Atro.

    Roto: Hail, Trops, swap, Carve, swap, Inject, Trap, swap, Hurricane, Wrecking Blow spam, swap, repeat

    Huricane cast off cooldown dynamically. Storm Atro when up. Under ~40%, replace Wrecking Blow spam with Executioner spam.

    I'm sure I can hit 60k+ with this but it's hard to weave Wrecking Blow. I'm sure I missed 6+ light attacks and had 3 or 4 times where I light attacked 3 times in a row because Wrecking Blow wouldn't cast.

    aCEhCGK.png
  • John_Falstaff
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    Masel wrote: »
    @Masel , and what did you tell them about the fact that two half-strength enchants don't add up to a full one? Do you also propose to retrait everything on main hand into Nirnhoned to invest into AoE (because now, unlike on 2H, you can't run full weapon damage + full absorb, some of that is bound to be halved)?

    We proposed many differend solutions, but they simply chose this one. Not more I can do about it.

    And yes, dual wield was far above 2h because of enchants. They both parse very similarly now on the pts, especially on classes that lack a class execute.

    Except now, on PTS, they only parse similarly if DW uses poisons instead of enchants. That's where we came - instead of leveling enchants with 2H, ZOS made it so that it's best not to use enchants at all. That's the power of DW enchants now.

    Also, simply the fact that this solution was one of the proposed is not a good sign.
  • Czekoludek
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    Wait, class rep proposed this nerf as one of the possible solutions? :O Did any of them ever played stam or they are just all magicka mains?
  • KhajiitFelix
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    GODLY CHANGE.
  • Chrlynsch
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    If we want to make things equal, make both dw enchants proc on one light attack.

    And make all one handers drop in pairs. And cost 1/2 to make and upgrade.
    Edited by Chrlynsch on January 26, 2019 11:22PM
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Czekoludek
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    Just lets enchants on dw share the same cooldown but with power from live server
  • Strider__Roshin
    Strider__Roshin
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    Good change. I use an infused Frost staff on my back bar with crushing, and maintain it with Elemental Blockade. And I use a decisive 1H on my SnB bar to increase the rate I get Warhorn.
  • LiquidPony
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    Masel wrote: »
    @Masel , and what did you tell them about the fact that two half-strength enchants don't add up to a full one? Do you also propose to retrait everything on main hand into Nirnhoned to invest into AoE (because now, unlike on 2H, you can't run full weapon damage + full absorb, some of that is bound to be halved)?

    We proposed many differend solutions, but they simply chose this one. Not more I can do about it.

    And yes, dual wield was far above 2h because of enchants. They both parse very similarly now on the pts, especially on classes that lack a class execute.

    Except now, on PTS, they only parse similarly if DW uses poisons instead of enchants. That's where we came - instead of leveling enchants with 2H, ZOS made it so that it's best not to use enchants at all. That's the power of DW enchants now.

    Also, simply the fact that this solution was one of the proposed is not a good sign.

    The thing is ... isn't that always the case?

    If Poisons do 500 DPS more than enchants, people will use Poisons. It's not really that DW enchants are "useless" (and I'm sure I've been guilty of engaging in some of that hyperbole myself), it's that they're not necessarily de facto BiS anymore.

    But if you still *need* an Absorb Stam enchant and you're running DW, it might be worth it to go Nirn/Infused with Poison/Absorb Stam. You might take a very, very small DPS loss versus Nirn/Precise with Poisons but then again you may gain DPS from better sustain.

    In the end I think the choice of DW traits, enchants vs poisons, race, etc. are all going to synergize together. For a long time, the "stam meta" has been concrete: Redguard, DW/Bow Infused/Infused/Infused with Poison/Absorb Stam/Berserker, Relequen + AY + Selene or Velidreth.

    With Wrathstone, I think it's a little bit more flexible. Some classes may prefer different races (the same is true of magicka builds). Some classes may prefer 2H over DW. Some builds may prefer enchants over poisons. Some builds may eschew the monster set altogether to run Deadly Strike on both bars with Master/Maelstrom weapons.

    More than anything else it seems like people are frustrated that they haven't found "the answer" yet for this patch. Everyone wants to know the one BiS build to run, but to me it doesn't look like such a thing exists. Which ultimately I think is pretty cool. I would *love* to be able to run a 2H stamsorc or a vMA stamDK and hit competitive numbers, rather than being forced into a stamblade running the same setup as everyone else in every raid.

    Ultimately most of the stam specs got small/moderate buffs this patch (stamsorcs with the Implosion change and the new Redguard passives, stamDKs and stamplars with the new Deadly Strike set, stamdens with the changes to pet scaling). The only build that didn't get buffed was the stamblade, which most people will acknowledge was OP. So then the DW enchant nerfs bring stam down across the board, but every stam spec except stamblades has compensating buffs, so in the end we get a more balanced stam DPS landscape.
  • John_Falstaff
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    @LiquidPony , well, in this case, 'useless' has a definition - it means that enchantments on DW doesn't allow DW to reach 2H after the patch in terms of damage. That's what was meant here - DW was brought to the level where it has to drop enchants to stay competitive.

    Again, if I need absorb - and I do need absorb - then after patch, I still have to run it on the bow, because even infused DW after patch will yield so much less (both because enchant will be halved, and because it procs fewer times on the front). So instead of 200 stamina/s return front will yield ~75 stamina/s even in optimal conditions, and that implies I have time to weave on target all the time instead of interrupting to play mechanics. So no, absorb stamina on the front isn't a solution to sustain.

    Regarding the flexibility - it's a flexibility bought by the price of hundreds of transmute crystals - people will have to keep nirnhoned option for main hand (where 2H can change poison to full berserker and get same effect), precise off hand (that's hundred for just one setup). People will have to buy ingredients for poisons. But even that isn't the worst thing; the worst thing is that stamina wasn't buffed that much. Sure, some races became more versatile, some became viable, but it didn't help much, and now stamina goes toe to toe with magicka. The balance of 'risk vs. reward' is broken; now there's only risk without reward. I will not enjoy being 2H stamsorc after the patch, or vMA stamDK for that matter, because my fellow magblade will hit just as hard and will be better in any content imaginable.

    By the way, you're arguing in another thread that Deadly Strike on DK doesn't outperform AY for you, and AY will be better with raid buffs. So landscape didn't change all that much, that's my take from it.
    Edited by John_Falstaff on January 27, 2019 1:39AM
  • LiquidPony
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    @LiquidPony , well, in this case, 'useless' has a definition - it means that enchantments on DW doesn't allow DW to reach 2H after the patch in terms of damage. That's what was meant here - DW was brought to the level where it has to drop enchants to stay competitive.

    Again, if I need absorb - and I do need absorb - then after patch, I still have to run it on the bow, because even infused DW after patch will yield so much less (both because enchant will be halved, and because it procs fewer times on the front). So instead of 200 stamina/s return front will yield ~75 stamina/s even in optimal conditions, and that implies I have time to weave on target all the time instead of interrupting to play mechanics. So no, absorb stamina on the front isn't a solution to sustain.

    Regarding the flexibility - it's a flexibility bought by the price of hundreds of transmute crystals - people will have to keep nirnhoned option for main hand (where 2H can change poison to full berserker and get same effect), precise off hand (that's hundred for just one setup). People will have to buy ingredients for poisons. But even that isn't the worst thing; the worst thing is that stamina wasn't buffed that much. Sure, some races became more versatile, some became viable, but it didn't help much, and now stamina goes toe to toe with magicka. The balance of 'risk vs. reward' is broken; now there's only risk without reward. I will not enjoy being 2H stamsorc after the patch, or vMA stamDK for that matter, because my fellow magblade will hit just as hard and will be better in any content imaginable.

    By the way, you're arguing in another thread that Deadly Strike on DK doesn't outperform AY for you, and AY will be better with raid buffs. So landscape didn't change all that much, that's my take from it.

    @John_Falstaff It is not true that 2H is better than DW for damage in the current state of the patch. It *may* be true for *some classes* (particularly stamsorc, not even sure about that but 2H at the very least looks viable on that class), but it's certainly not true across the board. On a stamblade for instance you get nothing out of 2H; you already have a spammable and an execute and you benefit from the crit of daggers. Stamplars are likely in the same boat ... daggers work too well with the class and there really isn't much room to squeeze Executioner into the build. Stamdens are debatable but I haven't figured out a way to fit Executioner there either. StamDKs and stamsorcs, the builds that lack class spammables and executes, are where 2H *might* be a viable alternative to DW.

    And you may not need Absorb Stamina depending on which class/race you choose. Redguards on builds that use a Weapon spammable have ridiculous sustain. Bosmers have fantastic sustain for any build. Orcs are somewhere in the middle. Khajiit and Dunmer have poor sustain and probably need to sustain with enchants or some other gear modification (Stormfist, Absorb Stam, Artateum Takeaway broth, a Regen enchant on jewelry, etc.)

    And let's be honest, a loss of 2k or 3k DPS for stamblades isn't going to break stamina. It closes the gap a bit but stamblades are outperforming everyone else by much more than that in content where they're viable; people easily hit 80k+ single target parses on stamblades in-raid. See Liko's recent stamblade race comparison video; the top-end parses hit 61k, which is 3k lower than last patch ... but he's using Nirnhoned + Precise with Poison/Absorb Stam enchants. Switching to Alchemical Poisons might boost DPS by ~1k. A 2k DPS loss for *one build* does not drastically change the raid landscape.

    And if you read the comments about Deadly Strike carefully and then look at other threads that have been created since then, the gist is that Deadly Strike does not necessarily outperform AY using a build constructed exactly the same way as last patch. There is a threshold of physical DoT damage that has to be reached in order for Deadly Strike to outperform other sets, and its also worth noting that because Deadly Strike does not proc its bonus it can be advantageous to have it active at all times. That's why you'll see that I noted that I was actually having better luck with Deadly Strike + Relequen + vMA daggers than I was with Deadly Strike + Relequen + Velidreth, in large part because Rapid Strikes is buffed by Deadly Strike (as is Biting Jabs) and because it keeps the +14% DoT damage bonus active 100% of the time.

    The initial impressions are irrelevant. What matters is what we see after testing. And after testing, I think Deadly Strike has potential (although certainly not for stamblades or stamdens, or even on the 2H stamsorc build I'm currently experimenting with).

    Have you tested Deadly Strike? If so, what were your findings?
    Edited by LiquidPony on January 27, 2019 2:46AM
  • Lightspeedflashb14_ESO
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    LiquidPony wrote: »
    Masel wrote: »
    @Masel , and what did you tell them about the fact that two half-strength enchants don't add up to a full one? Do you also propose to retrait everything on main hand into Nirnhoned to invest into AoE (because now, unlike on 2H, you can't run full weapon damage + full absorb, some of that is bound to be halved)?

    We proposed many differend solutions, but they simply chose this one. Not more I can do about it.

    And yes, dual wield was far above 2h because of enchants. They both parse very similarly now on the pts, especially on classes that lack a class execute.

    I believe you but I would like to see some parses, people are saying that front bar poisons are out dpsing both enchants, I am not sure how I feel about that.

    Here's a 2H stamsorc. AY + Relequen + Velidreth. Buffs provided: Combat Prayer, Major Fracture, Minor Vulnerability.

    DW bar: Wrecking Blow, Carve, Executioner, Hurricane, Bound Armaments. Dawnbreaker.

    Bow bar: Hail, Trops, Inject, Trap, Bound Armaments. Storm Atro.

    Roto: Hail, Trops, swap, Carve, swap, Inject, Trap, swap, Hurricane, Wrecking Blow spam, swap, repeat

    Huricane cast off cooldown dynamically. Storm Atro when up. Under ~40%, replace Wrecking Blow spam with Executioner spam.

    I'm sure I can hit 60k+ with this but it's hard to weave Wrecking Blow. I'm sure I missed 6+ light attacks and had 3 or 4 times where I light attacked 3 times in a row because Wrecking Blow wouldn't cast.

    aCEhCGK.png

    That parse is great but I meant a parse of enchants vs poisons on dual wield.
  • ZakMcKracken
    ZakMcKracken
    Soul Shriven
    To make all weapon lines equal in benefits of enchants
    just let the first slot (dw = main hand) be using enchants/poisons with FULL effectiveness.

    No change for s&b as 2nd is a shield without enchant
    No change for 2h, bow, staves as they use both slots with one enchant.
    All get the same.

    2nd idea: let both enchants with half figures proc off combined of main weapon. Keeps flexibility.
    Edited by ZakMcKracken on January 27, 2019 8:53AM
  • LiquidPony
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    LiquidPony wrote: »
    Masel wrote: »
    @Masel , and what did you tell them about the fact that two half-strength enchants don't add up to a full one? Do you also propose to retrait everything on main hand into Nirnhoned to invest into AoE (because now, unlike on 2H, you can't run full weapon damage + full absorb, some of that is bound to be halved)?

    We proposed many differend solutions, but they simply chose this one. Not more I can do about it.

    And yes, dual wield was far above 2h because of enchants. They both parse very similarly now on the pts, especially on classes that lack a class execute.

    I believe you but I would like to see some parses, people are saying that front bar poisons are out dpsing both enchants, I am not sure how I feel about that.

    Here's a 2H stamsorc. AY + Relequen + Velidreth. Buffs provided: Combat Prayer, Major Fracture, Minor Vulnerability.

    DW bar: Wrecking Blow, Carve, Executioner, Hurricane, Bound Armaments. Dawnbreaker.

    Bow bar: Hail, Trops, Inject, Trap, Bound Armaments. Storm Atro.

    Roto: Hail, Trops, swap, Carve, swap, Inject, Trap, swap, Hurricane, Wrecking Blow spam, swap, repeat

    Huricane cast off cooldown dynamically. Storm Atro when up. Under ~40%, replace Wrecking Blow spam with Executioner spam.

    I'm sure I can hit 60k+ with this but it's hard to weave Wrecking Blow. I'm sure I missed 6+ light attacks and had 3 or 4 times where I light attacked 3 times in a row because Wrecking Blow wouldn't cast.

    aCEhCGK.png

    That parse is great but I meant a parse of enchants vs poisons on dual wield.

    @Lightspeedflashb14_ESO I did some testing on enchants, poisons and DW traits here: https://forums.elderscrollsonline.com/en/discussion/455741/testing-dual-wield-traits-enchants-and-alchemical-poisons
  • Wuuffyy
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    Um the point still stands for 1H S&B. Don't think it should be nerfed.
    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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    Um the point still stands for 1H S&B. Don't think it should be nerfed.

    Point still stands.
    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
    ✭✭✭✭✭
    *cough*
    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
  • BadShogun
    BadShogun
    ✭✭✭
    I’m not going to go into whether enchants should be balanced between dual wield and two handed no matter what this will result in a nerf to dual wield.

    But, if the goal is to make enchants balance between dual wield and two handed, then I think the proposed change on PTS is the wrong way to go about it. As stated by many previously, the problem with simply halving the strength of one handed enchants means that if dual wielding you lose out when using things like berserker, crushing or absorb glyphs as two half strength enchants is weaker than one full strength enchant. It is also a straight up nerf to sword and shield.

    A potentially better way to achieve the desired balance would be to leave one handed enchants strength unchanged but make enchant procs for dual wield share cooldown (even if the enchants are different), with the caveat that they will always proc alternating so both occur. This would effectively halve the current proc rate for dual wield, but also mean using two of the same enchant is no longer strictly worse than two different enchants (which is currently the case as two of the same enchants share cooldown).

    Ie: If dual wielding two infused weapons with two different enchants, say absorb stamina and poison, you would get procs as follows
    Absorb stamina – 2 sec cooldown – Poison – 2 sec cooldown – repeat
    Or if you had two of the same, say two absorb stamina
    Absorb stamina #1 – 2 sec cooldown – Absorb stamina #2 – 2 sec cooldown – repeat

    The effects of this change would be as follows:
    1) Enchantment strength is more balanced between dual wield and two handed. Ie: you get exactly the same total enchant proc rate and strength with dual wield and two handed by putting the same enchant on both dual wield weapons, or alternatively you can have half the proc rate on two different enchants.
    2) Infused trait is more balanced between dual wield and two handed. Ie: to get the equivalent of an infused two hander you would have to make both dual wield weapons infused, whereas running something like nirn/infused would be a reduced overall enchant proc rate vs infused two hander.
    3) Sword and shield would effectively be unchanged from live, so would still have access to a full strength enchant and be balanced with dual wield and two handed.
    4) There would be a slight weird effect if using two enchants with different cooldowns as in this case it wouldn’t simply be a half proc rate for both enchants vs current live due to the alternating nature (one would be more than halved rate, while the other would be less than halved rate).
    5) There would be an additional slight nerf to dual wield burst as you would no longer be able to proc the two enchants on two subsequent attacks (or with something like twin slashes). But this would still be in line with two handed.

    My name is BadShogun and I approve of this message.
  • validifyedneb18_ESO
    validifyedneb18_ESO
    ✭✭✭✭✭
    My Mag builds are just fine with this, my Stam builds (Especially the one that doesnt use bow on backbar for permanant wep damage) now struggled without wep damage enchant, as the ONLY stamina wep that can keep an enchant proccing is a bow. And I don't want to be forced to use a bow.
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
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