The Problem with Bound Armaments

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WrathOfInnos
WrathOfInnos
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I'll start by saying that I'm glad the damage of Bound Armaments was buffed back up to be better than a spammable in v8.1.2. However, I believe this skill is still lacking something after losing it's buff to light attack damage for the duration. In its current state, the initial cast does nothing, and you must use 10 GCD's to perform 9 attacks. This means it is effectively 10% weaker than the tooltip appears. If you don't want it to buff light attacks specifically that is fine, but it needs some passive buff to ensure the initial activation will do more than "enable you to participate in a mini-game". Maybe something small like increasing critical chance by 2% while active, or increasing damage done by 2% (no overlap with warden now).

That quote is from back in 2019, when a similar change was attempted for Grim Focus. I think the developer comments from the Elsweyr PTS cycle explain it better than I can.

From Patch Notes v5.0.0:
image.png

From Patch Notes v5.0.2:
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So I'm not asking developers to listen to me, but please listen to yourselves. Spending a GCD and stamina for no effect does not feel good.
Edited by WrathOfInnos on July 26, 2022 4:17PM
  • xylena_lazarow
    xylena_lazarow
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    The channel should be reduced to 0.8sec like the other multi-hit channels. Bleeding into a second GCD makes it extremely clumsy to use and far too easy for opponents to avoid or counter in PvP.
    PC/NA || Cyro/BGs || RIP ground oils
  • prof_doom
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    At this point, it wouldn't surprise me if slotting another Fighter's Guild skill for the passive bonus wouldn't be worth more damage than Bound Armaments is on the PTS right now.
  • kalunte
    kalunte
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    right now it's giving sp/wd but to 300 (but more likely half of it since nbs are not dks...xD) but yeah.

    basic ZOS behaviour, we have something cool, we turn it down, then up, then down, to end up at the same state we were few years ago.
  • WrathOfInnos
    WrathOfInnos
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    prof_doom wrote: »
    At this point, it wouldn't surprise me if slotting another Fighter's Guild skill for the passive bonus wouldn't be worth more damage than Bound Armaments is on the PTS right now.

    I don't think it's that bad, since the Sorcerer passive gives 2% weapon/spell damage for slotting vs Fighter's Guild's 3%. Bound Armaments also gives 8% stamina while slotted. I don't have any problems with the passives for keeping it on your skill bar. The issue is that the initial cast does not provide any damage or buff for the 40s duration, and does nothing except activating a mini game that then requires more casts to deal damage.
  • Chilly-McFreeze
    Chilly-McFreeze
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    I don’t have a strong opinion on this since I dont really play anymore but I like your suggestion.
    Let it increase crit chance by ~2% + 1-2% per dagger summoned. Would compensate the loss of the LA Buff and the medium armor crit chance as well and gives you a choice to fire the proc or not. Also synergizes with surge too.

    But I doubt it happens.
  • xDeusEJRx
    xDeusEJRx
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    I don’t have a strong opinion on this since I dont really play anymore but I like your suggestion.
    Let it increase crit chance by ~2% + 1-2% per dagger summoned. Would compensate the loss of the LA Buff and the medium armor crit chance as well and gives you a choice to fire the proc or not. Also synergizes with surge too.

    But I doubt it happens.

    Agree that the added passive crit chance per dagger would be amazing. It would really help to lift up surge which is kinda underperforming in PVP
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
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