I noticed that a lot of passives that specifically affect Magicka and Stamina based builds were changed this patch to affect both playstyles, for example Templar's Balanced Warrior passive now provides 6% Spell Damage in addition to the 6% Weapon Damage it previously offered. However, the Sword and Board Passive from One Hand and Shield seems to have been skimmed over, it still only provides 5% Weapon Damage. I propose for the passive to also offer 5% Spell Damage to provide additional benefit for Magicka based builds utilizing One Hand and Shield. Another option is to rework the passive to be similar to the Heavy Weapons and Twin Blade and Blunt passives. This would mean more differentiation between what weapon you use with One Hand and Shield and opens up more build choices, rather than just having 5% Weapon Damage which doesn't benefit Magicka based builds at all and funnels Stamina based builds into one option. It would mean One Hand and Shield builds can now choose if they want the Weapon and Spell Damage of a sword, the Crit Chance of a dagger, the Crit Damage and Healing of an axe, or the Penetration of a mace. Of course, the passive would still retain the additional 20% block mitigation.
I noticed that a lot of passives that specifically affect Magicka and Stamina based builds were changed this patch to affect both playstyles, for example Templar's Balanced Warrior passive now provides 6% Spell Damage in addition to the 6% Weapon Damage it previously offered. However, the Sword and Board Passive from One Hand and Shield seems to have been skimmed over, it still only provides 5% Weapon Damage. I propose for the passive to also offer 5% Spell Damage to provide additional benefit for Magicka based builds utilizing One Hand and Shield. Another option is to rework the passive to be similar to the Heavy Weapons and Twin Blade and Blunt passives. This would mean more differentiation between what weapon you use with One Hand and Shield and opens up more build choices, rather than just having 5% Weapon Damage which doesn't benefit Magicka based builds at all and funnels Stamina based builds into one option. It would mean One Hand and Shield builds can now choose if they want the Weapon and Spell Damage of a sword, the Crit Chance of a dagger, the Crit Damage and Healing of an axe, or the Penetration of a mace. Of course, the passive would still retain the additional 20% block mitigation.
YandereGirlfriend wrote: »This passive actually is hybridized on the PTS - it just isn't mentioned in the patch notes.
YandereGirlfriend wrote: »This passive actually is hybridized on the PTS - it just isn't mentioned in the patch notes.
YandereGirlfriend wrote: »This passive actually is hybridized on the PTS - it just isn't mentioned in the patch notes.
MashmalloMan wrote: »
Great! I found a few other treats like that while skimming through sets and passives not mentioned in the notes. Curious if they will update it for the notes of release or not.
To OP's idea of different weapons giving different bonuses.. Not sure if I can agree there because farming weapons for S+S is simple, 1 weapon and 1 shield, getting different types of weapons just reduces transmute costs for a set.
If you introduce 4 variations of the 1 weapon, it will introduce a meta, therefore increasing gear farming time as you will no longer be satisfied as a tank to get a mace for pen as an example because why would you need pen to begin with?
But hey, more grinding is exactly what ZOS would want for us so HUSH HUSH, just not sure other tank mains would want ZOS to mess with their current gear setups by removing their current 5% weapon damage because they don't have a Sword, while introducing further grinding for them in the future.
Militan1404 wrote: »Why should s&b give spell damage? Its nothing more stamina than a s&b, its like tbte arch type for a warrior. Its just as stupid as when they gave orc spell damage.
Greek_Hellspawn wrote: »
If you think it this way you are right, but balance wise dual wield and 2h have received the same treatment so it's justified.
Militan1404 wrote: »
Yeah but is stupid i think, why not give staffs wd and bows wd also then? Or just remove wp and sd and let everything scale from the same.
Clever idea for giving each weapon a function on snb
Sword: increase resource restored from heavy attacks
Axe: increases duration of taunts
Mace: x amount armor shred
Dagger increased weapon/spell damage
Just a suggestion if they would do anything like that for snb
Militan1404 wrote: »
I really like that idea, also good suggestions from you