ExistingRug61 wrote: »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.
@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 )
ExistingRug61 wrote: »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.
John_Falstaff 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)?
John_Falstaff 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.
Lightspeedflashb14_ESO wrote: »John_Falstaff 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.
John_Falstaff 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.
John_Falstaff wrote: »John_Falstaff 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.
John_Falstaff wrote: »@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.
LiquidPony wrote: »Lightspeedflashb14_ESO wrote: »John_Falstaff 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.
Lightspeedflashb14_ESO wrote: »LiquidPony wrote: »Lightspeedflashb14_ESO wrote: »John_Falstaff 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.
That parse is great but I meant a parse of enchants vs poisons on dual wield.
Wolf_Watching wrote: »Um the point still stands for 1H S&B. Don't think it should be nerfed.
ExistingRug61 wrote: »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.